A Research of Performance and Personality of On-line Game Players in "Lineage".

碩士 === 靜宜大學 === 企業管理研究所 === 93 === Previous researches have shown that there are fewer researches about on-line game which are focus on the personality of players. However, many studies have indicated that the relationship between personality traits and job performance, job satisfaction or cons...

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Main Authors: Tang-An Yang, 楊棠安
Other Authors: Chun-Ju Li
Format: Others
Language:zh-TW
Published: 2005
Online Access:http://ndltd.ncl.edu.tw/handle/h995ts
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spelling ndltd-TW-093PU0051210282019-05-15T19:19:39Z http://ndltd.ncl.edu.tw/handle/h995ts A Research of Performance and Personality of On-line Game Players in "Lineage". 線上遊戲玩家表現與其人格特質之研究─以「天堂」為例 Tang-An Yang 楊棠安 碩士 靜宜大學 企業管理研究所 93 Previous researches have shown that there are fewer researches about on-line game which are focus on the personality of players. However, many studies have indicated that the relationship between personality traits and job performance, job satisfaction or consumer behavior were significant statistically. According to the results of One-way MANOVA and Logistic Regression Analysis, we found that the “Big Five” of on-line game players were partially associated with their performance, role of play and participation in the game. The results of statistical analysis are shown as follows: 1.One-way MANOVA: There was significant difference between ”A clan leader or not” and Openness to experience; “Level of role” appeared significant difference on Openness to experience and Conscientiousness; there was significant difference between “Members of clan” and Extraversion. Furthermore, ”Occupation of role” had significant difference on Neuroticism and Agreeableness. Other than that, there was significant difference between ”Seniority of game” and Openness to experience; “Related cost every month” had significant difference on Extraversion and Openness to experience. 2.Logistic Regression: Openness to experience could significantly predict if players are leaders. Openness to experience and Conscientiousness could significantly predict if one’s level is above 51. Extraversion could significantly predict if someone joins the clan of 151 members. Besides, Neuroticism, Agreeableness and Coonscientiousness could predict whether players are Royal significantly. Other than that, Openness to experience could significantly predict if someone’s seniority is above 3 years and if somebody plays on-line game above 8 hours at every turn. Conscientiousness could significantly predict if someone plays “Lineage” as a main game. Extraverrsion and Agreeableness could significantly predict if someone spends over $1,000 every month. Chun-Ju Li 李君如 2005/07/ 學位論文 ; thesis 149 zh-TW
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description 碩士 === 靜宜大學 === 企業管理研究所 === 93 === Previous researches have shown that there are fewer researches about on-line game which are focus on the personality of players. However, many studies have indicated that the relationship between personality traits and job performance, job satisfaction or consumer behavior were significant statistically. According to the results of One-way MANOVA and Logistic Regression Analysis, we found that the “Big Five” of on-line game players were partially associated with their performance, role of play and participation in the game. The results of statistical analysis are shown as follows: 1.One-way MANOVA: There was significant difference between ”A clan leader or not” and Openness to experience; “Level of role” appeared significant difference on Openness to experience and Conscientiousness; there was significant difference between “Members of clan” and Extraversion. Furthermore, ”Occupation of role” had significant difference on Neuroticism and Agreeableness. Other than that, there was significant difference between ”Seniority of game” and Openness to experience; “Related cost every month” had significant difference on Extraversion and Openness to experience. 2.Logistic Regression: Openness to experience could significantly predict if players are leaders. Openness to experience and Conscientiousness could significantly predict if one’s level is above 51. Extraversion could significantly predict if someone joins the clan of 151 members. Besides, Neuroticism, Agreeableness and Coonscientiousness could predict whether players are Royal significantly. Other than that, Openness to experience could significantly predict if someone’s seniority is above 3 years and if somebody plays on-line game above 8 hours at every turn. Conscientiousness could significantly predict if someone plays “Lineage” as a main game. Extraverrsion and Agreeableness could significantly predict if someone spends over $1,000 every month.
author2 Chun-Ju Li
author_facet Chun-Ju Li
Tang-An Yang
楊棠安
author Tang-An Yang
楊棠安
spellingShingle Tang-An Yang
楊棠安
A Research of Performance and Personality of On-line Game Players in "Lineage".
author_sort Tang-An Yang
title A Research of Performance and Personality of On-line Game Players in "Lineage".
title_short A Research of Performance and Personality of On-line Game Players in "Lineage".
title_full A Research of Performance and Personality of On-line Game Players in "Lineage".
title_fullStr A Research of Performance and Personality of On-line Game Players in "Lineage".
title_full_unstemmed A Research of Performance and Personality of On-line Game Players in "Lineage".
title_sort research of performance and personality of on-line game players in "lineage".
publishDate 2005
url http://ndltd.ncl.edu.tw/handle/h995ts
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