國中生網路電玩之享樂價值研究--以宜蘭縣國中生為例

碩士 === 佛光大學 === 傳播學系 === 105 === This study aims to explore how to construct hedonic value in video games for junior high school students in modern society with popular video games. Under connecting the resources of families and schools, then this study focuses on whether we can transform the indulg...

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Main Authors: LAN,CHEN-HUI, 藍振輝
Other Authors: NIU,LUNG-KUANG
Format: Others
Language:zh-TW
Published: 2017
Online Access:http://ndltd.ncl.edu.tw/handle/96523815065786101635
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spelling ndltd-TW-105FGU003750162017-07-02T04:28:20Z http://ndltd.ncl.edu.tw/handle/96523815065786101635 國中生網路電玩之享樂價值研究--以宜蘭縣國中生為例 LAN,CHEN-HUI 藍振輝 碩士 佛光大學 傳播學系 105 This study aims to explore how to construct hedonic value in video games for junior high school students in modern society with popular video games. Under connecting the resources of families and schools, then this study focuses on whether we can transform the indulgence for video games into cultivating the ability of analyzing and criticizing the media and really make these students enjoy the fun and positive function of playing video games. From the process of gathering the information, this study finds playing video games is so popular based on the development of technology for the internet and smart phones. In this popular trend, students are one of the main groups. According to the results of questionnaire survey in this study, totally 437 questionnaires for junior high school students in I-LAN County, 6% of the respondents never play the video games. 58.1% of the respondents have played the games for over three years. 18.4% of the respondents play the games over 10 hours per week. 13.8% of the respondents play the games between 5 to 10 hours per week. 30.4% of the respondents buy the on-line stored credits to play the games. 68% of the respondents play the games on the smart phone. Playing video games has been the most favorite leisure activities for junior high school students in Taiwan. In fact, the hottest topic among students is around playing video games in schools, except discussing the assignments. To attract the attention of players, there are a lot of sensualized ads owing to the increasing of video games. These sensualized ads always try to challenge the official grading standards for ads. These kind of ads are a significant threat for the spirit of students who do not have the ability of judging and lack the ability of media literacy. Those students don't have the sensation of internal affection for the contents of video games. This study would like to find out ”What kind of hedonic values do they obtain or internalize in this society that is full of various kinds of video games, no matter good or bad? This study applies the method of questionnaire survey and chooses 102 students of 7th grade, 131 students of 8th grade and 204 students of 9th grade, totally choosing 437 students in I-Lan County. The statistics methods applied in this study include frequency distribution, independent t-test, variance analysis, relation analysis and regression analysis. According the results of analysis, some aspects of self-concept, interpersonal relationships and the indulgence of playing video games are significant to affect the extent of buying and sharing intention for junior high school students. The results of this study could be the reference for further study of relative researchers. NIU,LUNG-KUANG 牛隆光 2017 學位論文 ; thesis 158 zh-TW
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language zh-TW
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description 碩士 === 佛光大學 === 傳播學系 === 105 === This study aims to explore how to construct hedonic value in video games for junior high school students in modern society with popular video games. Under connecting the resources of families and schools, then this study focuses on whether we can transform the indulgence for video games into cultivating the ability of analyzing and criticizing the media and really make these students enjoy the fun and positive function of playing video games. From the process of gathering the information, this study finds playing video games is so popular based on the development of technology for the internet and smart phones. In this popular trend, students are one of the main groups. According to the results of questionnaire survey in this study, totally 437 questionnaires for junior high school students in I-LAN County, 6% of the respondents never play the video games. 58.1% of the respondents have played the games for over three years. 18.4% of the respondents play the games over 10 hours per week. 13.8% of the respondents play the games between 5 to 10 hours per week. 30.4% of the respondents buy the on-line stored credits to play the games. 68% of the respondents play the games on the smart phone. Playing video games has been the most favorite leisure activities for junior high school students in Taiwan. In fact, the hottest topic among students is around playing video games in schools, except discussing the assignments. To attract the attention of players, there are a lot of sensualized ads owing to the increasing of video games. These sensualized ads always try to challenge the official grading standards for ads. These kind of ads are a significant threat for the spirit of students who do not have the ability of judging and lack the ability of media literacy. Those students don't have the sensation of internal affection for the contents of video games. This study would like to find out ”What kind of hedonic values do they obtain or internalize in this society that is full of various kinds of video games, no matter good or bad? This study applies the method of questionnaire survey and chooses 102 students of 7th grade, 131 students of 8th grade and 204 students of 9th grade, totally choosing 437 students in I-Lan County. The statistics methods applied in this study include frequency distribution, independent t-test, variance analysis, relation analysis and regression analysis. According the results of analysis, some aspects of self-concept, interpersonal relationships and the indulgence of playing video games are significant to affect the extent of buying and sharing intention for junior high school students. The results of this study could be the reference for further study of relative researchers.
author2 NIU,LUNG-KUANG
author_facet NIU,LUNG-KUANG
LAN,CHEN-HUI
藍振輝
author LAN,CHEN-HUI
藍振輝
spellingShingle LAN,CHEN-HUI
藍振輝
國中生網路電玩之享樂價值研究--以宜蘭縣國中生為例
author_sort LAN,CHEN-HUI
title 國中生網路電玩之享樂價值研究--以宜蘭縣國中生為例
title_short 國中生網路電玩之享樂價值研究--以宜蘭縣國中生為例
title_full 國中生網路電玩之享樂價值研究--以宜蘭縣國中生為例
title_fullStr 國中生網路電玩之享樂價值研究--以宜蘭縣國中生為例
title_full_unstemmed 國中生網路電玩之享樂價值研究--以宜蘭縣國中生為例
title_sort 國中生網路電玩之享樂價值研究--以宜蘭縣國中生為例
publishDate 2017
url http://ndltd.ncl.edu.tw/handle/96523815065786101635
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