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Title: | 線上遊戲讓我們更親密? ——青少年結伴遊戲行為對其人際關係的影響 Are Online Games Making Us Closer? ——The Influence of Adolescents Play Online Games with Offline Friends on Their Interpersonal Relationship |
Authors: | 陳致芬 Chen, Chih-Fen |
Contributors: | 林日璇 陳致芬 Chen, Chih-Fen |
Keywords: | 青少年 結伴線上遊戲 刺激假說 自我決定論 FoMO 友誼品質 Adolescents Online games Stimulation hypothesis Self-determination theory FoMO Friendship quality |
Date: | 2022 |
Issue Date: | 2022-10-05 09:02:37 (UTC+8) |
Abstract: | 本研究採用混合研究方法,探究青少年與線下好友線上結伴遊戲行為對其友誼品質的影響,以刺激假說為理論依託,以自我決定論的歸屬感、友誼品質的「陪伴」與「親密感」為主要探究面向。首先,對青少年玩家進行半結構訪談,了解青少年的日常遊戲習慣與結伴遊戲行為,同時對問卷語意進行修改,以利青少年受訪者順利填寫。其次,採用線上問卷調查法蒐集了500份有效樣本,對影響青少年與線下好友結伴線上遊戲的心理影響因素—遊戲中的歸屬感、FoMO特質及個人外向性特質分別進行線性回歸分析,探討結伴遊戲時間的差異對青少年友誼品質中「陪伴」與「親密感」兩個維度的影響,並用檢驗結伴遊戲時間在心理因素及友誼關係之間的中介效果。 整體而言,本研究支持刺激假說,主要共有兩個發現:一、遊戲中的歸屬感及FoMO特質對青少年與線下好友線上結伴遊戲時間有正向影響,在遊戲中歸屬感越強或FoMO特質越強的青少年與線下好友結伴遊戲時間越長。二、青少年與好友的線上結伴遊戲行為對友誼關係中的「陪伴」和「親密感」有正向影響,結伴遊戲作為一種社交互動行為,有助於促進青少年與好友之間的友誼關係,增加其幸福感。 This study adopts a mixed research method to explore the influence of online game with offline friends on the friendship relationship of adolescents, the research is based on the stimulation hypothesis, it focuses on self-determination theory and friendship quality. First of all, semi-structured interviews were conducted with young players to understand their daily game habits and behaviors of company game. At the same time, make some minor modifications to the semantics of the questionnaire questions to facilitate the smooth filling of the questionnaires by adolescents. Secondly, used the questionnaire survey method to collect 500 valid samples. Linear regression analysis was performed on the psychological influencing factors of adolescents playing online games with offline friends - sense of belonging in the game, FoMO trait and personal extraversion trait, to explore the influence of time spent playing games on the two dimensions of "companion" and "intimacy" in adolescent friendship quality, and to test the mediating effect of time spent playing games with offline friends between psychological factors and friendship quality. On the whole, this study supports the stimulation hypothesis, with two main findings: first, the sense of belonging and FoMO in games have a positive impact on how much time adolescents spend playing games with their offline friends. Adolescents with stronger sense of belonging or FoMO in games spend more time with their friends. Second, the online game behavior of adolescents and their friends has a positive impact on the " companion " and "intimacy" in the friendship. As an online interaction method, game together can help promote the friendship relationship between adolescents and their friends and increase their happiness. |
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Description: | 碩士 國立政治大學 傳播學院傳播碩士學位學程 107464045 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0107464045 |
Data Type: | thesis |
DOI: | 10.6814/NCCU202201639 |
Appears in Collections: | [傳播學院傳播碩士學位學程] 學位論文
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