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研究生: 張依婷
Chang, Yi-Ting
論文名稱: 國小學生線上遊戲課金問題初探
A Study on the In-Game Purchase of Online Game among Primary School Students
指導教授: 張鳳琴
Chang, Fong-Ching
口試委員: 李景美
Lee, Ching-Mei
邱瓊慧
Chiu, Chiung-Hui
張鳳琴
Chang, Fong-Ching
口試日期: 2023/07/13
學位類別: 碩士
Master
系所名稱: 健康促進與衛生教育學系健康促進與衛生教育碩士在職專班
Department of Health Promotion and Health Education_Continuing Education Master's Program of Health Promotion and Health Education
論文出版年: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 76
中文關鍵詞: 國小學生線上遊戲遊戲行銷課金質性研究
英文關鍵詞: primary school students, online game, in-game marketing, in-game purchase, qualitative research
研究方法: 半結構式訪談法質性研究
DOI URL: http://doi.org/10.6345/NTNU202301596
論文種類: 學術論文
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  • 本研究旨在探討國小學生線上遊戲使用情形、遊戲行銷接觸經驗及線上遊戲課金影響。採質性研究方法,在2023年選取12位國小高年級學生進行半結構式深度訪談,研究結果如下:
    一、超過半數受訪學生在低年級前開始玩線上遊戲,多數學生使用手機玩遊戲,樂於與親友、同儕共同組隊玩遊戲,但長時間玩遊戲,容易造成視力不良、睡眠不足及手、肩頸痠痛等健康影響。
    二、受訪學生皆曾在YouTube及遊戲軟體內看過遊戲廣告,多能識別廣告且知道銷售意圖,但大多數對遊戲廣告感到厭煩並選擇關閉廣告,學生會依遊戲好玩程度決定是否下載。
    三、受訪學生在低年級即開始課金,多因遊戲造型精緻華麗而課金,部分學生表示家人也有課金情形,少數學生表示利用零用錢偷偷課金,然家長多不知情。學生表示課金會使遊戲角色變強,除了感到開心有成就感外,還可以跟同學炫耀分享,也很容易上癮,多數學生認為課金像賭博。
    本研究建議家長落實親職教育,學校推動數位行銷素養教育,政府建立線上遊戲與課金監管機制,以維護兒童身心健康。

    This study explored primary school students' online gaming behaviors, exposure to in-game marketing, and the impacts of in-game purchases. Through a qualitative research approach, semi-structured in-depth interviews were conducted with twelve senior-grade primary school students in 2023. The findings were as follows:
    1.Over half of the interviewed students began playing online games during their early school years. The majority utilized mobile phones for their gaming sessions. Many chose to collaborate with family, friends, and peers in their gameplay. However, engaging in extended periods of game playing posed potential health risks, such as compromised vision, sleep deprivation, and discomfort in the hands, shoulders, and neck.
    2.All of the interviewed students encountered game advertisements on YouTube and within in-game applications. They were able to identify these advertisements and comprehend their promotional purposes. The majority of students found game advertisements to be bothersome and opted to close them, shaping their choice to download a game based on its attractiveness.
    3.The interviewed students began making in-game purchases from a young age, often due to the games' intricate and magnificent designs. Some mentioned that their family members also made purchases within games. A few admitted to secretly using their allowances for these purchases without their parents' permission. The students expressed that purchasing in-game boosts enhanced the strength of their game characters, bringing not only joy and a sense of achievement but also the opportunity to show off to their peers. Many easily became addicted to this practice, and the majority view in-game purchasing akin to gambling.
    This study suggests that parents should provide appropriate parental guidance, schools should promote digital marketing literacy education, and the government should establish regulatory mechanisms for online gaming and in-game purchases.

    第一章 緒論 1 第一節 研究動機 1 第二節 研究目的 3 第三節 研究問題 4 第四節 名詞定義 4 第二章 文獻探討 5 第一節 兒童線上遊戲使用情形與影響 5 第二節 兒童遊戲行銷接觸經驗與理解 12 第三節 兒童線上遊戲課金問題與影響 20 第三章 研究方法 29 第一節 研究設計 29 第二節 研究參與者 29 第三節 研究工具 29 第四節 實施程序 32 第五節 資料整理與分析 33 第六節 研究嚴謹度 33 第七節 研究倫理 34 第四章 研究結果 37 第一節 國小學生線上遊戲使用情形與影響 37 第二節 國小學生遊戲行銷接觸經驗與理解 43 第三節 國小學生線上遊戲課金問題與影響 49 第五章 討論、結論與建議 57 第一節 討論 57 第二節 結論 59 第三節 建議 61 參考文獻 63

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