An Empirical Study on Massively Multiplayer Online Game(MMOG) Addiction
碩士 === 國立成功大學 === 交通管理學系碩博士班 === 94 === With the popularity of the ADSL, which resulting in the development of the online game, it is the fact that more and more people have the trend to the addiction of online game. So, we emphasized the topic of research on Massively Multiplayer Online Game and di...
Main Authors: | , |
---|---|
Other Authors: | |
Format: | Others |
Language: | zh-TW |
Published: |
2006
|
Online Access: | http://ndltd.ncl.edu.tw/handle/76777433085634702270 |
id |
ndltd-TW-094NCKU5119005 |
---|---|
record_format |
oai_dc |
spelling |
ndltd-TW-094NCKU51190052016-05-30T04:21:56Z http://ndltd.ncl.edu.tw/handle/76777433085634702270 An Empirical Study on Massively Multiplayer Online Game(MMOG) Addiction 多人線上遊戲(MMOG)之實證研究 Pin-Li Lai 賴品立 碩士 國立成功大學 交通管理學系碩博士班 94 With the popularity of the ADSL, which resulting in the development of the online game, it is the fact that more and more people have the trend to the addiction of online game. So, we emphasized the topic of research on Massively Multiplayer Online Game and discussed the main reasons resulted in the addiction of Online Game. Besides, according to review of the references, flow experience is the crucial influence causing the addiction of Online Game. Therefore, depending on the skills and properly adjusted challenges which were used by flow experience, we tried to testify whether the occurrence of flow experience would be came into effect by means of users. We used the experiment design in this research. According to the skilled users’ level, we gave them with from high level challenges to low level ones. The tools we also gave to them are “Yolgang” this kind of game, and we mainly focused on the users having playing this kind of game. The results of this experiment told us that different skills and challenges of those users will result in different addiction of this kind of game. By the way, we also found that either higher skilled users with higher challenges or lower skilled users with lower challenges are all can reach the addiction of online game. However, the experiment in online game, the number of the completed mission, and the number of the treasure of the users who also played this kind of game are not significantly related to the research we did in this topic. Besides, except that the users’ external locus of control are related to the addiction of online game, the others are not having obvious relationships with the effects of addiction. According to the references, this research found that uses and gratifications, online game flow experience, and online game self-regulation personality have the great influence on the addiction of online game. Moreover, personal interaction also results in flow experience. We tried to discuss the causes and effects between structures by means of Structual Equation Model. Finally, we indeed found that individual interactions have the positive influence on addiction and that flow experience has the positive influence on online game. However, self-regulation personality has the negative effect on the addiction of online game, and also the uses and gratifications of the online game have the negative influence on the addiction, too。 Jeng-Chung Chen Chun-Hsiung Liao 陳正忠 廖俊雄 2006 學位論文 ; thesis 102 zh-TW |
collection |
NDLTD |
language |
zh-TW |
format |
Others
|
sources |
NDLTD |
description |
碩士 === 國立成功大學 === 交通管理學系碩博士班 === 94 === With the popularity of the ADSL, which resulting in the development of the online game, it is the fact that more and more people have the trend to the addiction of online game. So, we emphasized the topic of research on Massively Multiplayer Online Game and discussed the main reasons resulted in the addiction of Online Game. Besides, according to review of the references, flow experience is the crucial influence causing the addiction of Online Game. Therefore, depending on the skills and properly adjusted challenges which were used by flow experience, we tried to testify whether the occurrence of flow experience would be came into effect by means of users.
We used the experiment design in this research. According to the skilled users’ level, we gave them with from high level challenges to low level ones. The tools we also gave to them are “Yolgang” this kind of game, and we mainly focused on the users having playing this kind of game. The results of this experiment told us that different skills and challenges of those users will result in different addiction of this kind of game. By the way, we also found that either higher skilled users with higher challenges or lower skilled users with lower challenges are all can reach the addiction of online game. However, the experiment in online game, the number of the completed mission, and the number of the treasure of the users who also played this kind of game are not significantly related to the research we did in this topic. Besides, except that the users’ external locus of control are related to the addiction of online game, the others are not having obvious relationships with the effects of addiction.
According to the references, this research found that uses and gratifications, online game flow experience, and online game self-regulation personality have the great influence on the addiction of online game. Moreover, personal interaction also results in flow experience. We tried to discuss the causes and effects between structures by means of Structual Equation Model. Finally, we indeed found that individual interactions have the positive influence on addiction and that flow experience has the positive influence on online game. However, self-regulation personality has the negative effect on the addiction of online game, and also the uses and gratifications of the online game have the negative influence on the addiction, too。
|
author2 |
Jeng-Chung Chen |
author_facet |
Jeng-Chung Chen Pin-Li Lai 賴品立 |
author |
Pin-Li Lai 賴品立 |
spellingShingle |
Pin-Li Lai 賴品立 An Empirical Study on Massively Multiplayer Online Game(MMOG) Addiction |
author_sort |
Pin-Li Lai |
title |
An Empirical Study on Massively Multiplayer Online Game(MMOG) Addiction |
title_short |
An Empirical Study on Massively Multiplayer Online Game(MMOG) Addiction |
title_full |
An Empirical Study on Massively Multiplayer Online Game(MMOG) Addiction |
title_fullStr |
An Empirical Study on Massively Multiplayer Online Game(MMOG) Addiction |
title_full_unstemmed |
An Empirical Study on Massively Multiplayer Online Game(MMOG) Addiction |
title_sort |
empirical study on massively multiplayer online game(mmog) addiction |
publishDate |
2006 |
url |
http://ndltd.ncl.edu.tw/handle/76777433085634702270 |
work_keys_str_mv |
AT pinlilai anempiricalstudyonmassivelymultiplayeronlinegamemmogaddiction AT làipǐnlì anempiricalstudyonmassivelymultiplayeronlinegamemmogaddiction AT pinlilai duōrénxiànshàngyóuxìmmogzhīshízhèngyánjiū AT làipǐnlì duōrénxiànshàngyóuxìmmogzhīshízhèngyánjiū AT pinlilai empiricalstudyonmassivelymultiplayeronlinegamemmogaddiction AT làipǐnlì empiricalstudyonmassivelymultiplayeronlinegamemmogaddiction |
_version_ |
1718284738620293120 |