Video Game Users'' Rational and Emotional Using Motives

碩士 === 國立中興大學 === 科技管理研究所 === 102 === Video games are popular around the world and many people enjoy playing video games. However, a lot of literatures researches aim at video games addicts and normal users, rarely make a depth study of non-addicted ones. In view of this the research focuses on addi...

Full description

Bibliographic Details
Main Authors: Chun-I Cheng, 鄭畯檥
Other Authors: Ying-Jiun Hsieh
Format: Others
Language:en_US
Published: 2014
Online Access:http://ndltd.ncl.edu.tw/handle/59865935214898053963
id ndltd-TW-102NCHU5230023
record_format oai_dc
spelling ndltd-TW-102NCHU52300232017-10-15T04:36:31Z http://ndltd.ncl.edu.tw/handle/59865935214898053963 Video Game Users'' Rational and Emotional Using Motives 電玩使用者的理性與感性使用動機 Chun-I Cheng 鄭畯檥 碩士 國立中興大學 科技管理研究所 102 Video games are popular around the world and many people enjoy playing video games. However, a lot of literatures researches aim at video games addicts and normal users, rarely make a depth study of non-addicted ones. In view of this the research focuses on addicted user and non-addicted users’ trend of using video games, and discusses their relationship. The research uses t-test to verify the using motive of video games. This research explores addicted users and non-addicted users of using motive of video games and divides into rational factors and emotional factors. The result shows that addicted users are mostly motives tend to emotional factors, and non-addicted users tend to rational factors. Therefore, we can realize further about the diversified factors of using video games widely, and make video games serve not only for recreation, but also for other purposes. The results of this research can provide video game manufacturers in the development of reference and suggestion, and help video game addiction treatment. Ying-Jiun Hsieh 謝焸君 2014 學位論文 ; thesis 35 en_US
collection NDLTD
language en_US
format Others
sources NDLTD
description 碩士 === 國立中興大學 === 科技管理研究所 === 102 === Video games are popular around the world and many people enjoy playing video games. However, a lot of literatures researches aim at video games addicts and normal users, rarely make a depth study of non-addicted ones. In view of this the research focuses on addicted user and non-addicted users’ trend of using video games, and discusses their relationship. The research uses t-test to verify the using motive of video games. This research explores addicted users and non-addicted users of using motive of video games and divides into rational factors and emotional factors. The result shows that addicted users are mostly motives tend to emotional factors, and non-addicted users tend to rational factors. Therefore, we can realize further about the diversified factors of using video games widely, and make video games serve not only for recreation, but also for other purposes. The results of this research can provide video game manufacturers in the development of reference and suggestion, and help video game addiction treatment.
author2 Ying-Jiun Hsieh
author_facet Ying-Jiun Hsieh
Chun-I Cheng
鄭畯檥
author Chun-I Cheng
鄭畯檥
spellingShingle Chun-I Cheng
鄭畯檥
Video Game Users'' Rational and Emotional Using Motives
author_sort Chun-I Cheng
title Video Game Users'' Rational and Emotional Using Motives
title_short Video Game Users'' Rational and Emotional Using Motives
title_full Video Game Users'' Rational and Emotional Using Motives
title_fullStr Video Game Users'' Rational and Emotional Using Motives
title_full_unstemmed Video Game Users'' Rational and Emotional Using Motives
title_sort video game users'' rational and emotional using motives
publishDate 2014
url http://ndltd.ncl.edu.tw/handle/59865935214898053963
work_keys_str_mv AT chunicheng videogameusersrationalandemotionalusingmotives
AT zhèngjùnyǐ videogameusersrationalandemotionalusingmotives
AT chunicheng diànwánshǐyòngzhědelǐxìngyǔgǎnxìngshǐyòngdòngjī
AT zhèngjùnyǐ diànwánshǐyòngzhědelǐxìngyǔgǎnxìngshǐyòngdòngjī
_version_ 1718554378457055232