English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 113648/144635 (79%)
Visitors : 51633075      Online Users : 542
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/38780


    Title: 命中注定會成癮?:由玩家的線上遊戲生命歷程探討遊戲「成癮」
    Destined to be Addicted?: Understanding Game "Addiction" through Gamers` Online Gaming Life Story
    Authors: 李宜家
    Lee, I Chia
    Contributors: 林鶴玲
    顧忠華

    Lin, Ho lin
    Ku, Chung Hwa

    李宜家
    Lee, I Chia
    Keywords: 線上遊戲
    生命歷程
    玩家
    成癮
    沈迷
    online game
    life story
    gamer
    addiction
    MMORPG
    Date: 2008
    Issue Date: 2010-04-09 17:39:23 (UTC+8)
    Abstract: 玩大型多人角色扮演線上遊戲(MMORPGs)的行為在國內日漸普遍,但是許多人玩線上遊戲的現象卻經常被社會大眾和媒體報導認為是一種負面社會問題,並將玩遊戲與遊戲成癮作直接的連結。許多成癮研究也強化了「持續玩線上遊戲的行為,最終容易導致病態行為成癮的結果」之因果邏輯。但是,事實上許多玩家經常自行決定進入、持續玩,和退出一款線上遊戲,並非最終都會走向遊戲成癮的宿命。因此,本研究的主要目的即在於透過遊戲玩家的個人線上遊戲生命歷程,重新檢視遊戲「成癮」以及「玩線上遊戲便注定導致病態成癮」的邏輯。

    運用深度訪談和參與觀察方法,描繪出線上遊戲玩家的長期線上遊戲生命歷程,再試圖詮釋他們離開、持續玩、退出遊戲這些投入程度的變化是受到哪些因素影響,以及在什麼脈絡之下做出的決定。本研究發現許多玩家曾經意識到自己「成癮」於玩線上遊戲,但是只是階段性的反常狀態,甚至是可以接受的一種生活方式。玩家們不只是受到線上遊戲設計的被動牽引而長時間持續投入大量心力玩遊戲,他們在玩遊戲的過程中,受到遊戲設計、玩家社群、生活脈絡和個人對於這些因素的價值判斷等多元因素的影響,持續調整和監控自己的遊戲行為和投入程度,從中協調出最能夠滿足他們的多元愉悅感。另外,當他們對於自己玩遊戲的投入程度感到疑惑時,傾向於尋求玩家社群的協助。因此,本研究認為玩線上遊戲導致病態成癮的論述須要被重新檢視,因為許多被認定為病態成癮的現象只是線上遊戲玩家生命過程中的片段現象。
    Playing massive multiplayer online role playing games (MMORPGs) has become a popular activity in Taiwan, but it has often been regarded as a social problem, linking to game addiction, by the mass media and the public. Many addiction researches have also enforced the logic that “pathological game addiction is the most likely result of continuous online gaming activity”. However, many gamers in fact often begin, continue, and quit playing an online game according to their own will, instead of ending up as a pathologic game addict. Therefore, the main purpose of this research is to re-approach game “addiction” and the logic of “online gamers are destined to be addicted” through gamers` online gaming life story.

    Using methods of depth interview and participant observation to depict gamers’ long-term online gaming life story, this research tries to interpret under what social context and influencing factors, do gamers change their attitude and effort to playing online games. Findings of this research tells us that many online gamers claim to have been “addicted” to online gaming some time in the past, but the “addiction” is only a certain stage in their long-term gaming life, and even regarded as a life-style by some. Online gamers do not continuously put a lot of effort to playing games just because they are attracted by the features of online game design. During the course of game play, they are persistently influenced by game design, gaming community, social context, and their own judgment of values. Also, they often self-monitor and re-adjust their gaming styles and effort, in order to meet their needs of multiple pleasures. Moreover, when gamers become confused of how they should re-adjust their gaming activities, they tend to search for assistance from the gaming community. Therefore, this research believes that the problematic logic of pathological game addiction being the final destined result of gaming should be reconsidered and understood from other perspectives, because many phenomenon currently considered pathologic addiction, may only be a short period or segment of gamers’ normal long-term online gaming life.
    Reference: AMA (2007). "Council on Science and Public Health (CSAPH) Report 12 at the 2007 AMA Annual Meeting" from http://www.ama-assn.org/ama/pub/category/17694.html
    Allison, S. E., L. v. Wahlde, et al. (2006). "The Development of the Self in the Era of the Internet and Role-Playing Fantasy Games." American Journal of Psychiatry 163(3): 381-385.
    Bartle, R. (1996). "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs." Journal of MUD Research 1(1).
    Becker, D. (2002). "When Games Stop Being Fun." from http://news.cnet.com/2100-1040-881673.html
    Bordenet, M. (2000). "An Introduction Into the World of Gaming and How One Achieves the Identity of Gamer." College of Arts in Sociology. Morgantown, West Virginia University. Master.
    Buckendorff, J. (2004). "Gamer Like Me. " The Escapist. from www.escapistmagazine.com/features/issue/1
    Brandt, M. (2008). "Video games spark brain reward in men more than women" from http://news-service.stanford.edu/news/2008/february6/med-video-020608.html
    Bryce, J. and J. Rutter (2006). "An Introduction to Understanding Digital Games." Understading Digital Games. J. Bryce and J. Rutter. Thousand Oaks, CA, Sage Publications Ltd: pp.1-17
    Cassell, J. and H. Jenkins (1998). From Barbie to Mortal Combat. Cambridge, MA, MIT Press.
    Castronova, E. (2005). Synthetic Worlds: The Business and Culture of Online Games. Chicago, The University of Chicago Press.
    Chak, K., Leung, L. (2004). "Shyness and Locus of Control as Predictors of Internet Addiction and Internet Use." CyberPsychology and Behavior 7(5): 559-570.
    Chappell, D., Eatough, V., et al. (2006). "EverQuest - It`s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction." International Journal of Mental Health and Addiction 4: 205-216.
    Charlton, J. P. and I. D. W. Danforth (2004). "Differentiating Computer-related Addictions and High Engagement." Human Perspectives in the Internet Society: Culture, Psychology and Gender K. Morgan, C. A. Brebbia, J. Sanchez and A. Voiskounsky. Southampton, WIT Press: 59-68.
    Chee, F., M. Vieta, et al. (2006). "Online Gaming and the Interactional Self: Identity interplay in situated practice." Gaming as Culture: Essays on Reality, Identity, and Experience in Fantasy Games. J. P. Williams, S. Q. Hendricks and W. K. Winkler. Jefferson, NC, McFarland Publishing: pp.154-174.
    China Daily (2006-05-11),"Parents sue game firm after son`s suicide." from http://www.chinadaily.com.cn/china/2006-05/11/content_587757.htm
    Chou, T., Ting, C. (2003) "The Role of Flow Experience in Cyber-Game Addiction" CyberPsychology and Behavior. December 6(6): 663-675
    Chui, S. I., J. H. Lee, et al. (2004). "Video Game Addiction in Children and teenagers in Taiwan." CyberPsychology and Behavior 7(5): 571- 581.
    Chumbley, J. and M. D. Griffiths (2006). "Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play." CyberPsychology and Behavior 9(3): 308-316.
    Clark, N. (2007). "Games and Addiction: Are We There Yet? " from http://www.gamasutra.com/features/20070105/clark_01.shtml
    Clark, N. L. (2006). "Addiction and the Structural Characteristics of Massively Multiplayer Online Games." from http://gamasutra.com/features/20060822/clark_01.shtml
    Computer Addiction Services. Available at http://www.computeraddiction.com
    Cover, R. (2006). "Gaming (Ad)diction: Discourse, Identity, Time and Play in the Production of the Gamer Addiction Myth." The International Journal of Computer Game Research 6(1).
    Ducheneaut, N., N. Yee, et al. (2006). "Alone Together?" Exploring the Social Dynamics of Massively Multiplayer Online Games". ACM Conference on Human Factors in Computing Systems (CHI 2006), Montreal; Canada, NY: ACM.
    Ducheneaut, N., N. Yee, et al. (2007). "The life and death of online gaming communities: a look at guilds in World of Warcraft." 25th Annual ACM Conference on Human Factors in Computing Systems (CHI 2007), San Jose, CA.
    Federwisch, A. (1997). "Internet Addiction? " from http://www.nurseweek.com/features/97-8/iadct.html
    Fisher, S. (1994). "Identifying Video Game Addiction in Children and Adolescents." Addictive Behaviors 19(5): 545-553.
    Fryer, J. "Give Up Your Day Job." from http://www.fyrne.com/Article_pages/Give_up_your_day_job.html
    Games.net (2008) "Net Ten: Top Ten Addictive Games of All Time" from http://www.games.net/article/netten/1/115281/top-ten-addictive-games-of-all-time
    Griffiths, M. D. and I. Dancaster (1995). "The Effect of Type A Personality on Physiological Arousal While Playing Computer Games." Addictive Behaviors 20(4): 543-548.
    Griffiths, M. D., M. N. O. Davies, et al. (2004a). "Demographic Factors and Playing Variables in online Computer Gaming." CyberPsychology and Behavior 7(4): 479-487.
    Griffiths, M. D., M. N. O. Davies, et al. (2004b). "Online Computer Gaming: A Comparison of adolescent and Adult Gamers." Journal of Adolescents 27: 87-96.
    Grüsser S M; Thalemann R; Griffiths M D (2007) "Excessive computer game playing: evidence for addiction and aggression? " Cyberpsychology & behavior 10(2):290-2.
    Hauge, M. R. and D. A. Gentile (2003). "Video Game Addiction Among Adolescents: Associations with Academic Performance and Aggression. " Society for Research in Child Development Conference, Tampa, FL.
    IGDA (2003a) "Online game white paper." from http://www.igda.org/online/IGDA_Online_Games_Whitepaper_2003.pdf
    IGDA (2003b) "Panel on Game Addiction." from http://www.igda.org/articles/austin_addiction.php
    Kerr, A. (2003 ). "Women Just Want to Have Fun" Level up: The First International Conference of the International Digital Games Research.
    Kerr, A. (2006). The Business and Culture of Digital Games. London, SAGE Publications.
    LeClaire, J. (2006), "Warning Signs Appear Along Road to Video Game Addiction" from http://www.technewsworld.com/story/52916.html
    Lee, I, Yu, C-Y, Lin. H. (2007). " Leaving a Never-Ending Game: Quitting MMORPGs and Online Gaming Addiction". Situated Play: International Conference of Digital Games Research Association, DiGRA (Tokyo, Japan, 2007)
    Lin, H. (2005). "Gendered Gaming Experience in Social Space: From Home to Internet Cafe". Changing Views - World of Play: International Conference of Digital Games Research Association DiGRA.
    Lin, H., C.T. Sun and H.H. Tinn, "Exploring Clan Culture: Social Enclaves and Cooperation in Online Gaming", in Digital Games Research Conference, (Utrecht, The Netherlands, 2003)
    Mortensen, T. (2003). "Flow, Seduction and Mutual Pleasures". The Video Game Theory Reader. M. J. P. Wolf and B. P. (eds.). New York, Routledge.
    Naughton, P (2005). “Korean drops dead after 50-hour gaming marathon.”Times Online Aug. 10. 取自於:http://www.timesonline.co.uk/tol/news/world/article553840.ece
    NG, B. D. and P. Wiemer-Hasting (2005). "Addiction to the Internet and Online Gaming." CyberPsychology and Behavior 8(2): 110-113.
    Orzack, M (2006). from http://www.computeraddiction.com
    Rauh, S. (2006). "Video Game Addiction No Fun." from http://www.webmd.com/content/article/124/115554.htm.
    Schilmme, M. (2002). "Video Game Addiction: Do We Need a Video Gamers Anonymous?" from http://serendip.brynmawr.edu/bb/neuro/neuro02/web2/mschlimme.html
    Takada, H., et al., (1999) "Epileptic seizures induced by animated cartoon, Pocket Monster," Epilepsia, 40:997-1002.
    Tanner, L (2007a). "Is video-game addiction a mental disorder? " The Associated Press. June 22. from http://www.msnbc.msn.com/id/19354827
    Tanner, L (2007b)."Too Much Video Gaming Not Addiction, Yet" The Associated Press from http://www.washingtonpost.com/wp-dyn/content/article/2007/06/27/AR2007062700995.html
    Turkle, S. (1999). <虛擬化身-網路世代的身份認同>(Life on the Screen: Identity in the Age of the Internet). 台北, 遠流.
    Taylor, T.L. (2003). "Multiple Pleasures: Women and Online Gaming." Convergence 9(1).
    Taylor, T. L. (1999). "Life in Virtual Worlds: Plural Existence, Multimodalities, and Other Online Research Challenges." American Behavioral Scientist 43(3).
    Taylor, T. L. (2002). Living Digitally: Embodiment in Virtual Worlds. The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments.
    Taylor, T. L. (2006). "Does WoW Change Everything?: How a PvP Server, Multinational Player Base, and Surveillance Mod Scene Caused me Pause." Games and Culture 1(4): pp.318-337.
    Taylor, T. L. (2006). Play Between Worlds: Exploring Online Game Culture. Cambridge MA, MIT Press.
    Taylor, T. L. (2008). " Becoming a Player: Networks, Structure and Imagined Futures. " Beyond Barbie and Mortal Kombat: New Perspectives on Gender, Games, and Computing. Y. Kafai, C. Heeter, J. Denner and J. S. (Eds.). Cambridge, MIT Press.
    Walker, M. B. (1989) "Some problems with the concept of "gambling addiction": should theories of addiction be generalized to include excessive gambling? Journal of Gambling Behavior, 5,179-200.
    Wan, C., Chiou, W. (2006a). Psychological motives and online games addiction: A test of flow theory and humanistic needs theory for Taiwanese adolescents. CyberPsychology & Behavior, 9, 317-324.
    Wan, C., Chiou, W. (2006b). "Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan." CyberPsychology and Behavior 9(6): 762-766.
    Wikipedia. (2007/01/20). "Game Addiction." from http://en.wikipedia.org/wiki/Video_game_addiction
    Wikipedia. (2007/01/20). "Internet Addiction Disorder." from http://en.wikipedia.org/wiki/Internet_Addiction_Disorder
    Wikipedia. (2007/01/20). " Massively multiplayer online role-playing game." from http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_games
    Wood, R. T. A., M. D. Griffiths, et al. (2004). "The Structural Characteristics of Video Games: A Psycho-Structural Analysis." CyberPsychology and Behavior 7(1): 1-10.
    Weinstein, F (2006/06/26). "Gaming 18 Hours A Day? Pricey New Rehab Clinic Promises Help". MTV. http://www.mtv.com/news/articles/1537107/20060725/id_0.jhtml
    Wright, R (2006/08/08). "Expert: 40 Percent of World of Warcraft Players Addicted". Tom`s Games. from http://www.tomsgames.com/us/2006/08/08/world_of_warcraft_players_addicted
    Yee, N. "The Daedalus Project: The Trouble with "Addiction" ", from www.nickyee.com/daedalus/archives/001543.php
    Yee, N. "The Daedalus Project: Understanding and Dealing with Gaming Problems: A Q&A with a Therapist." from http://www.nickyee.com/daedalus/archives/001544.php
    Yee, N. (2002). "Ariadne - Understanding MMORPG Addiction." from www.nickyee.com/hub/addiction/home.html
    Young, K. S. (1996). "Internet Addiction: The Emergence of a New Clinical Disorder." CyberPsychology and Behavior 1(3): 237-244.
    Young, K. S. (2004). "Internet Addiction: A New Clinical Phenomenon and Its Consequences " American Behavioral Scientist 48(4): 402-415.
    Young, K.S. "Quiz for Compulsive Online Gamers" from http://www.netaddiction.com
    人民網 (2006年5月10日) <少年自殺父母狀告營運商 法院受理網游殺人案> 取自於:http://it.people.com.cn/BIG5/42891/42894/4359089.html
    大紀元 (2005) <中國心理學家:網路成癮為大學生自殺誘因>
    大紀元 (2008年11月13日). <中國列「網癮」為精神疾病> 取自於:http://news.epochtimes.com.tw/8/11/13/98499.htm
    王濱 (2006) <大學生孤獨感與網絡成癮傾向關係的研究>
    台灣網路資訊中心 (TWNIC),< 2006年一月「台灣寬頻網路使用調查」報告出爐>,取自於:http://www.twnic.net.tw/NEWS/1037.html
    朱奕修 (2006) <線上遊戲玩家的熱愛、成癮與攻擊行為> 碩士論文。
    何志培 (2008) <網路成癮 孩子不自覺:兒童青少年上網頻率高 家長應約束使用電腦時間 培養廣泛興趣和嗜好>
    何振珮 (2006) <花蓮市國民中學學生網路成癮傾向與身心健康、學業成績之相關性研究>,碩士論文。
    伊丹章人 (2000) <台灣及日本大學生網路沈迷及其相關因素之探討>碩士論文。
    林相如 (2008/12/10) <打電玩暴斃 網咖客裝瞎> 蘋果日報
    胡幼慧 (2005)《質性研究:理論、方法及本土女性研究實例》 台北:巨流。
    陳淑惠、翁儷禎、蘇逸人、吳和懋、楊品鳳 (2003)。<中文網路成癮量表之編制與心理計量特性研究> 中華心理學刊,43 (3),279-294。
    陳崑福 (2008) <罵阿嬤、偷鄰居 「我要上網!」>
    范朝凱 (2007) <線上遊戲設計特質與玩家沈迷現象關連之研究-以「魔獸世界」為例>碩士論文。
    黃雅彗 (2005) <生活壓力與網路沉迷之相關研究-以新莊地區國中生為例>
    碩士論文。
    趙育賢 (2008) <不同人格特質對網路成癮之影響>,第十九屆國際資訊管理學術研討會,南投:國立暨南國際大學,5月17日
    韋麗文 (2008) <孩子掛網成癮…用網路心理輔導宅小孩>
    新民網 (2007) <男子暴斃網吧廁所 疑因上網時間過長引發猝死>、
    楊正誠 (2003) <大學生網路成癮、社會支持與生活適應關係之研究> 碩士論文。
    楊德宜 (2008) <失業男打怪20小時 暴斃網咖>
    蔡明春, 鄭青展, 林淑萍 (2008) <大學生線上遊戲成癮對身心健康與學習態度之影響-以台灣北區六所大學為例> 臺灣公共衛生雜誌, 27卷2期, 2008/04, 143-157
    廖思涵 (2005) <高雄市國中生網路使用行為、網路沉迷與生活適應、學業成就之相關研究>碩士論文。
    經濟日報 (2008) <關懷孩子 別讓他沉迷網路>
    溫嘉民 (2005) <國中學生電玩成癮傾向、人格特質與人際關係之研究>碩士論文。
    劉楚慧 (2006年11月2日),< 2007年台灣網路娛樂市場規模將破百億元大關>,資策會MIC記者會,取自於: http://mic.iii.org.tw/pop/micnews4_op_new.asp?sno=277&cred=2006/11/2
    鄭惠仁 (2008) <網咖打通宵 男暴斃 玩家無感>、
    鄭琪芳 (2007年3月21日),<我電腦普及率 全球第14名>,《自由時報》,取自於:http://www.libertytimes.com.tw/2007/new/mar/21/today-e12.htm
    韓佩凌 (2000) <臺灣中學生網路使用者特性、網路使用行為、心理特性對網路沉迷現象之影響>碩士論文。
    聯合報 (2008) <外遇結珠胎 槓夫:孩子不是你的!>
    聯合報 (2008) <夫不理攜子出走 電玩寡婦喊離>
    蘋果日報 (2007) < 8賤招 放鞭炮嚇熟睡妻>
    蘋果日報 (2007) <禁玩線上遊戲 資優生燒炭亡>
    Description: 碩士
    國立政治大學
    社會學研究所
    94254014
    97
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0094254014
    Data Type: thesis
    Appears in Collections:[社會學系] 學位論文

    Files in This Item:

    File Description SizeFormat
    401412.pdf161KbAdobe PDF21766View/Open
    401408.pdf622KbAdobe PDF21281View/Open
    401407.pdf222KbAdobe PDF21114View/Open
    401406.pdf338KbAdobe PDF22553View/Open
    401405.pdf295KbAdobe PDF21373View/Open
    401404.pdf118KbAdobe PDF2985View/Open
    401403.pdf123KbAdobe PDF2974View/Open
    401402.pdf172KbAdobe PDF21063View/Open
    401401.pdf96KbAdobe PDF2845View/Open
    401411.pdf203KbAdobe PDF21079View/Open
    401410.pdf413KbAdobe PDF21270View/Open
    401409.pdf442KbAdobe PDF21590View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback