研究生: |
吳采倪 Wu, Tsai-Ni |
---|---|
論文名稱: |
不同世代者參與數位遊戲行為之研究:以寶可夢為例 A Study of the Behavior of Participating in Digital Games by Different Generations: An Example of Pokemon GO |
指導教授: |
林宜穎
Lin, Yi-Yin 郭郡羽 Kuo, Chun-Yu |
口試委員: |
張仁和
Chang, Jen-Ho 高宜敏 Kao, Yi-Ming |
口試日期: | 2021/06/29 |
學位類別: |
碩士 Master |
系所名稱: |
社會教育學系 Department of Adult and Continuing Education |
論文出版年: | 2021 |
畢業學年度: | 109 |
語文別: | 中文 |
論文頁數: | 65 |
中文關鍵詞: | 不同世代 、數位遊戲 、遊戲行為 、寶可夢 |
英文關鍵詞: | different generations, digital game, game behavior, Pokemon GO |
研究方法: | 調查研究 |
DOI URL: | http://doi.org/10.6345/NTNU202100848 |
論文種類: | 學術論文 |
相關次數: | 點閱:261 下載:0 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
隨著科技的進步與休閒活動的興盛,數位遊戲能放鬆身心與立即獲得愉悅的特性,使其成為現今許多人的休閒活動之一,且以手機/平板電腦遊戲為最多玩家們喜愛的遊戲類型。Pokemon GO遊戲運用擴增實境技術,鼓勵玩家走出戶外運動及與他人社會互動,受到男女老少玩家們的歡迎。在數位遊戲相關文獻中發現年輕世代與年長世代玩家參與數位遊戲,能舒緩他們的壓力、產生正面情緒,以及有助於年長者預防或減緩身體上與認知功能的衰退。本研究目的為:一、瞭解Pokemon GO玩家其社會影響、遊戲動機、持續使用行為及自覺身心社會健康之現況;二、探討影響Pokemon GO玩家在社會影響、遊戲動機、持續使用行為及自覺身心社會健康之相關因素;三、探討Pokemon GO玩家其社會影響、遊戲動機、持續使用行為及自覺身心社會健康之關聯情形以及以年齡為調節型中介效果之分析。本研究採用問卷調查法,以網路與書面問卷方式針對18歲以上的Pokemon GO玩家進行調查,有效回收問卷數共510份。研究結果發現性別皆不會影響玩家的社會影響、遊戲動機、持續使用行為與自覺身心社會健康;年齡皆會影響玩家的社會影響、遊戲動機、持續使用行為與自覺身心社會健康;目前身分皆會影響玩家的社會影響、遊戲動機、持續使用行為與自覺身心社會健康;遊戲等級會影響玩家的持續使用行為;遊戲資歷皆不會影響玩家的社會影響、遊戲動機、持續使用行為與自覺身心健康;每月平均遊戲花費會影響玩家的自覺身心社會健康;每週遊戲使用頻率會影響玩家的持續使用行為;每日平均遊戲使用時數會影響玩家的遊戲動機、持續使用行為與自覺身心社會健康。本研究進一步以路徑分析,提出不同世代者參與數位遊戲行為之模式:年輕族群玩Pokemon GO遊戲時,社會影響會直接影響自覺身心社會健康,而遊戲動機會透過持續使用行為影響自身的身心社會健康;年長族群玩Pokemon GO遊戲時,社會影響與遊戲動機皆會透過持續使用行為直接影響自身的身心社會健康,且社會影響亦會直接影響自覺身心社會健康情形。
With the advancement of technology and the prosperity of leisure activities, digital games bring relax and enjoyment, therefore mobile/tablet games becomes one of the most popular game types for players. The Pokemon GO game uses augmented reality technology to encourage users to go outside and interact with the society, and is welcomed by users of all ages, men and women. In the review of related research literature about digital games, it is found that by participating digital games, both younger and older generation players can relieve stress and generate positive emotion, which helps to prevent or slow down the decline of physical and cognitive functions relate to aging. The purpose of this research is to: 1. To understand the current condition of Pokemon GO players' social influence, game motivation, continuous usage behavior, and self-identified physical and mental health; 2. To explore related factors that affect Pokemon GO players' social influence, game motivation, continuous usage behavior, and self-identified physical and mental health; 3. Discuss the relationship between Pokemon GO players' social influence, game motivation, continuous usage behavior, and self-identified physical and mental health, particularly using age as a key factor to conduct analysis of the moderated mediation effect. The questionnaire survey was adopted, a survey was sent to Pokemon GO players over the age of 18 and above through internet and paper copy. A total of 510 surveys were effectively returned. The results of the research study found that gender does not affect players' social influence, game motivation, continuous usage behavior, and self-identified physical and mental health; age will affect players' social influence, game motivation, continuous usage behavior, and self-identified physical and mental health; current social status will affect players' social influence, game motivation, continuous usage behavior, and self-identified physical and mental health; game level will affect players' continuous usage behavior; game experience does not affect players' social influence, game motivation, continuous usage behavior, and self-identified physical and mental health; average monthly game expense will affect players' self-identified physical and mental health; the frequency of weekly game consumption will affect players' continuous usage behavior; average daily game consumption will affect players' game motivation, continuous usage behavior , and self-identified physical and mental health. This research further uses path analysis to propose a model of digital game behavior identified by players of different generations: when the younger generation plays Pokemon GO, social influence will have direct impact on player' s self-identified physical and mental health , and through continuous usage behavior , game motivation will have direct impact on player's self-identified physical and mental health ; when the older generation plays Pokemon GO, through continuous usage behavior, social influence and game motivation will have direct impact on player's self-identified physical and mental health, and social influence will also have direct impact on self-identified physical and mental health.
Panda(2016年10月28日)。《Pokemon GO》活躍玩家揭曉,40歲以上玩家佔多數。取自https://www.4gamers.com.tw/news/detail/30664/most-activated-players-of-pokemon-go-are-over-40-years-old
白愉慈(2018)。休閒動機、涉入程度及身心健康之關係─以手機遊戲精靈寶可夢GO為例(未出版之碩士論文)。亞洲大學,台中市。
何靜雯(2009)。教師線上遊戲經驗在教師玩興、對學生遊戲動機、情緒、學習成長認知與師生關係之差異研究(未出版之碩士論文)。國立交通大學,新竹市。
李孟凡(2019)。以方法目的鏈探討寶可夢玩家的體驗與價值(未出版之碩士論文)。國立東華大學,花蓮市。
李炫瑩(2019)。中高齡者使用手機遊戲態度對人際關係之影響─以Pokemon GO為例(未出版之碩士論文)。國立臺北教育大學,台北市。
林姿旻(2010)。數位遊戲之行動載具使用者行為與開發分析─以智慧型手機為例(未出版之碩士論文)。國立政治大學,台北市。
林文傑(2012)。影響導遊人員於工作中使用平板電腦因素之研究(未出版之碩士論文)。國立臺灣師範大學,台北市。
林旻逸、洪偉欽、成和正(2010)。體感式電玩對人體健康與運動教育之探討。大專體育,110,61-67。
吳姿萱(2018)。高齡者懷舊數位遊戲之設計研究(未出版之碩士論文)。國立雲林科技大學,雲林縣。
吳佳純、蔡吉昌、許志豪(2014)。探討不當休閒所產生之影響-以御宅族過度沉溺線上遊戲為例。運動健康休閒學報,5,95-109。
周俊吉(2016年8月)。寶可夢、年輕人與企業倫理。遠見雜誌,363。取自https://www.gvm.com.tw/article/22138
武修硯(2018)。「精靈寶可夢GO」之台灣中高齡玩家研究:特質、活躍程度及遊戲態度(未出版之碩士論文)。東海大學,台中市。
柯舜智(2017年6月)。中老年族群的華麗冒險:Pokemon Go的使用與滿足。2017年中華傳播學會「傳播的創新研究=傳播+?」年會,國立臺灣大學社會科學院。
姜義村、陳上迪(2012)。數位體感遊戲對於促進高齡族群之健康效益。中華體育季刊,26(1),39-48。
徐以臻、陸清達、王玲玲(2017)。年長者於數位遊戲使用現況之探討。福祉科技與服務管理學刊,5(3),179-190。
徐瑞縈、許竹荃(2018)。遊戲動機與網路社群資訊分享對精靈寶可夢GO玩家遊戲體驗滿意度探索-皮卡丘效應的驗證。亞太經濟管理評論,21(2),75-104。
陳芊君(2009)。Wii遊戲機的問世對女性電玩遊戲動機與觀感的影響(未出版之碩士論文)。國立交通大學,新竹市。
陳紘宥(2020)。手機遊戲使用行為之探討(未出版之碩士論文)。長榮大學,台南市。
陳禹辰、尚榮安、陳東龍、鄭靜婷(2011)。遊戲動機與線上遊戲持續參與意圖之研究:不同玩家族群之比較。資訊管理學報,19(2),349-387。
曹珮雯、黃裕智、方文熙(2017)。休閒涉入、心流體驗及休閒滿意之關係-以擴增實境手機遊戲精靈寶可夢GO為例。2017年休閒產業與健康促進學術研討會,國立臺北健康護理大學。
梁晏翔(2019)。探討手遊精靈寶可夢 GO 風潮之關鍵因素(未出版之碩士論文)。國立彰化師範大學,彰化縣。
張玉佩、錢宛青(2020)。邁向成功老化的可能:樂齡玩家、手機遊戲與社會互動。新聞學研究,143,1-53。
郭莘(2018年9月11日)。持續壯大的數位遊戲產業手機/平板APP遊戲正夯。取自http://www.credit.com.tw/NewCreditOnline/Epaper/ThemeContent.aspx?sn=32&unit=445
黃芝芸(2017)。XBOX體感遊戲對女性輪班護理人員壓力、自覺健康、睡眠品質及體適能之成效(未出版之碩士論文)。高雄醫學大學,高雄市。
黃莉君(2008)。青少年參與線上遊戲之影響研究。致遠資管學刊,2,1-15。
黃明昌(2017)。寶可夢遊戲於學童親子關係、同儕關係及學習動機之研究-以嘉義縣國小高年級學生為例(未出版之碩士論文)。南華大學,嘉義縣。
黃淑貞、林春鳳(2010)。銀髮族休閒活動參與對生活滿意度相關文獻之探討。2010年第三屆運動科學暨休閒遊憩管理學術研討會,國立屏東教育大學。
鉅亨網新聞中心(2017年7月17日)。Pokemon Go推出1年後 中老年玩家漸成遊戲主力。取自https://news.cnyes.com/news/id/3869069
鄭君平(2019年10月20日)。深入分析:寶可夢人人皆愛,屹立不敗的三大關鍵。取自https://www.inside.com.tw/article/17865-the-three-keys-of-pokemon
賴弘基(2020)。高齡學習者使用數位遊戲式學習影響因素之探討。福祉科技與服務管理學刊,8(1),58-71。
蕭岳展(2016)。手機遊戲對人際關係之影響-以寶可夢為例(未出版之碩士論文)。義守大學,高雄市。
戴嘉育(2017)。高齡者志工參與服務動機、身心健康與生活滿意度關係之研究─以高雄市社區機構為例(未出版之碩士論文)。國立臺南大學,台南市。
Bassuk, S. S., Glass, T. A., & Berkman, L. F. (1999). Social disengagement and incident cognitive decline in community-dwelling elderly persons. Annals of internal medicine, 131(3), 165-173.
Bleakley, C. M., Charles, D., Porter-Armstrong, A., McNeill, M. D., McDonough, S. M., & McCormack, B. (2015). Gaming for health: A systematic review of the physical and cognitive effects of interactive computer games in older adults. Journal of Applied Gerontology, 34(3), 166-189.
Caillois, R. (1958). Les jeux et les hommes. Gallimard.
Carstensen, L. L., & Turk-Charles, S. (1994). The salience of emotion across the adult life span. Psychology and aging, 9(2), 259-264.
Carstensen, L. L. (1995). Evidence for a life-span theory of socioemotional selectivity. Current directions in Psychological science, 4(5), 151-156.
Chen, S. T., Huang, Y. G. L., Chiang, I. T. (2012). Using somatosensory video games to promote quality of life for the elderly with disabilities. 2012 IEEE Fourth International Conference On Digital Game And Intelligent Toy Enhanced Learning, 258-262.
Diaz-Orueta, U., Facal, D., Nap, H. H., & Ranga, M. M. (2012). What is the key for older people to show interest in playing digital learning games? Initial qualitative findings from the LEAGE project on a multicultural European sample. Games for Health Journal: Research, Development, and Clinical Applications, 1(2), 115-123.
Dodds, W. B., Monroe, K. B., & Grewal, D. (1991). Effects of price, brand, and store information on buyers' product evaluations. Journal of marketing research,28(3), 307-319.
Garcia, J. A., Navarro, K. F., Schoene, D., Smith, S. T., Pisan, Y. (2012). Exergames for the elderly : Towards an embedded Kinect-based clinical test of falls risk. Studies in Health Technology and Informatics, 178, 51-57.
Graves, L. E., Ridgers, N. D., Williams, K., Stratton, G., Atkinson, G., & Cable, N. T. (2010). The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults. Journal of Physical Activity and Health, 7(3), 393-401.
Hayes, A. F. (2017). Introduction to mediation, moderation, and conditional process analysis: A regression-based approach. Guilford Publications.
Kari, T., Arjoranta, J., & Salo, M. (2017). Behavior change types with Pokémon GO. In Proceedings of the 12th International Conference on the Foundations of Digital Games,1-10.
Kogan, L., Hellyer, P., Duncan, C., & Schoenfeld-Tacher, R. (2017). A pilot investigation of the physical and psychological benefits of playing Pokémon GO for dog owners. Computers in Human Behavior, 76, 431-437.
Limayem, M., Hirt, S. G., & Cheung, C. M. (2007). How habit limits the predictive power of intention: The case of information systems continuance. MIS quarterly, 31(4),705-737.
Lu, H. K., Lin, P. C., & Lin, Y. C. (2016). A study of the factors affecting the purchase intention on mobile game apps. Journal of Advances in Information Technology, 7(4), 239-244.
Ramírez-Correa, P., Rondán-Cataluña, F. J., Arenas-Gaitán, J., & Martín-Velicia, F.(2019). Analysing the acceptation of online games in mobile devices: An application of UTAUT2. Journal of Retailing and Consumer Services, 50, 85-93.
Tateno, M., Skokauskas, N., Kato, T. A., Teo, A. R., & Guerrero, A. P. (2016). New game software (Pokémon Go) may help youth with severe social withdrawal, hikikomori. Psychiatry research, 246, 848.
Thong, J. Y., Hong, S. J., & Tam, K. Y. (2006). The effects of post-adoption beliefs on the expectation-confirmation model for information technology continuance. International Journal of Human-computer studies, 64(9), 799-810.
Van der Heijden, H. (2004). User acceptance of hedonic information systems. MIS quarterly, 28(4),695-704.
Venkatesh, V., & Davis, F. D. (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies. Management science, 46(2), 186-204.
Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). User acceptance of information technology: Toward a unified view. MIS quarterly, 27(3),425-478.
Venkatesh, V., Thong, J. Y., & Xu, X. (2012). Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology. MIS quarterly,36(1), 157-178.
Yang, H. L., & Lin, R. X. (2019). Why do people continue to play mobile game apps? A perspective of individual motivation, social factor and gaming factor. Journal of Internet Technology, 20(6), 1925-1936.