Study in the Internet Game Players’ Lifestyle, Life Stress and Leisure Benefits─Case Study of College Students

碩士 === 立德大學 === 休閒管理研究所 === 97 === Abstract According to the data of IX (2003), it indicates that among of Taiwan's online game users, the proportion of male is 52% and that of female is 48%, respectively. Nearly 80% of them are junior than 30 years old. Students over 20-24 years old ar...

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Bibliographic Details
Main Authors: Chi-Hung Chen, 陳啟鴻
Other Authors: Shao-Tso Chu
Format: Others
Language:zh-TW
Published: 2009
Online Access:http://ndltd.ncl.edu.tw/handle/92952049787561740250
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Summary:碩士 === 立德大學 === 休閒管理研究所 === 97 === Abstract According to the data of IX (2003), it indicates that among of Taiwan's online game users, the proportion of male is 52% and that of female is 48%, respectively. Nearly 80% of them are junior than 30 years old. Students over 20-24 years old are the main users. By the above-mentioned data, it is clearly that main consumer of internet games are university students. With the progress of our society, the life stress is getting worse with the increases of ages. According to the report of JFT (2005) which discusses the relationship between life stress and the tendency of depression among university students, most of them often consider the top three origins of pressures as “the future career ”, “academic performance” and “the opposite sex relations”. Hence, this present research aims to explore the effect of online game players who engaged in the leisure activities on whether their life style affects their leisure benefits. This research took the multiple-stage sampling questionnaire survey, the interview resources are students from National Tainan University, Chang Jung Christian University and Kun Shan University. 450 copies of questionnaires are issued. 420 copies of questionnaires are returned (399 valid questionnaires, 21 invalid questionnaires). The rate of availability reaches 88.6%. The findings of the study are as follows: (1)The internet game players’ lifestyle influences their leisure benefits.(2)The internet game players’ life stress influences their leisure benefits.(3)The internet game players’ lifestyle and life stress has remarkable influences on their leisure benefit.(4)Different population statistic variable of the internet game player had a remarkable difference to the life stress.(5)Different population of statistic variables of the internet game players had a remarkable difference to the leisure benefits.