本研究之主要目的為了解活動於電子遊戲場所之青少年人際互動經驗與負向情緒之關聯性。藉由青少年之生活背景、人際互動因應方式、負向情緒等面向進行探討。
本研究採用量化研究,研究對象為200位活動於電子遊戲場所之青少年,研究過程中以青少年基本資料、人際互動問卷、貝克憂鬱量表、貝克焦慮量表、親子關係指數評量表(孩子版)、青少年憂鬱情緒自我檢核表來進行關聯性分析,得到研究結果如下:
1.前往電子遊戲場所的青少年人際互動狀態有正向的關聯
2.前往電子遊戲場所的青少年似乎能促進分享,並形成新的社會群體
3.前往電子遊戲場所的青少年可能有助於改善憂鬱情緒狀態
研究者基於上述的結論,對後續的研究提出相關建議,以供日後有意研究電子遊戲場所青少年的參考與依據
The main purpose of this research was to understand the relevance of interpersonal interaction and negative emotions among adolescents in the game arcade. Through the life background of adolescents, the way to respond interpersonal interaction and the negative emotion carries out the discussion.
This research used quantitative research, the research subjects were 200 adolescents in the game arcade, and the research was based on the personal information of adolescents, the questionnaire of interpersonal interaction, BAI, BDI, the relationship of parent-child assessment(child edition) and adolescents depressive emotion self-examination checklist. The results of the research is as follows:
1. There is a positive correlation between the interpersonal interaction of adolescents visiting the game arcade
2. Adolescents visiting the game arcade seems to be able to promote sharing and create new social groups
3. Adolescents visiting the game arcade may help to improve their emotional state of depression
Based on the above conclusions, the researchers propose related suggestions for follow-up research to provide people who want to research adolescents in the game arcade as reference and basis in the future