The relationship between involvement in online games and the health among junior high school students –a case study of Kaohsiung Tsoying

碩士 === 國立臺灣師範大學 === 健康促進與衛生教育學系在職進修碩士班 === 100 === The main purpose of the research was to investigate the relationship between involvement in online games and the health of junior high school students. Based on a cross-section survey, 546 students from five junior high schools in Kaohsiung Tsoy...

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Bibliographic Details
Main Authors: Hsin-Yu Liang, 梁馨予
Other Authors: 陳政友
Format: Others
Language:zh-TW
Published: 2012
Online Access:http://ndltd.ncl.edu.tw/handle/36491662693729599074
Description
Summary:碩士 === 國立臺灣師範大學 === 健康促進與衛生教育學系在職進修碩士班 === 100 === The main purpose of the research was to investigate the relationship between involvement in online games and the health of junior high school students. Based on a cross-section survey, 546 students from five junior high schools in Kaohsiung Tsoying were sampled by a stratified random sampling in May 2012. The major findings are shown as follows: 1.In average,students have 5 year of video game experience. Parents of these students sometimes limit their children from using computers. About 30 percent of the students have a computer in their bedrooms which can surf the internet. Students spend about 1.65 hours on online games per day from Monday to Friday and 4.19 hours per day during the holidays. Students’ internal motivation was medium-high level, and the external motivation was medium level. The physical, mental, and social health of these students were medium-high level. 2.There is a significant difference between the involvement in online games: gender, mother’s level of education, parents’ attitude to children’s use of computers, and avaliability to a computer which can surf the Internet, are all variables. Males who had no limits to surfing the Internet, bad access to a computer in their bedrooms, had plenty of online game playing experience, typically received poor grades, had a mother who only graduated from senior high school, and had high internal and external motivation tended to play online games a lot more. 3.The varied levels of involvement in playing online games could be effectively predicted and explained by reaserch variables, including gender, number of siblings, parents’ level of education, experience in playing online games, limits placed by the parent restricting usage of the computer, a computer in the bedroom which can surf the Internet, students’ grades at school, and internal and external motivation. The variance made up 31.7% of the sampling .The main variables that predicted high online game involvement were: having more experience of playing online games, parents’ attitude to limit child to use computer, having a computer in the bedroom which could surf the Internet, students’ grades at school, and external motivation. The most important variable that predicted involvement in online games was students’ grades at school. 4.A positive correlation was shown between students’ physical, mental, and social health and the involvement in online games. After controlling the background variables and internal and external motivations, the involvement in online games can effectively predict the physical, mental, and social health conditions. The research also reveals that the higher the students’ involvement in online games are, the worse their physical, mental, and social health conditions become. This research provides some suggestions for educators, parents and guardians, and future research on the relationship between involvement in online games and health.