本研究之目的在於瞭解手機遊戲玩家休閒動機和休閒涉入之間的關係。並探討手機遊戲玩家的休閒動機與休閒涉入對休閒效益的影響情形。
本研究是以手機遊戲玩家為研究對象,共發出330份問卷,回收率為97.58%, 有效率為98.45%。並以「休閒動機量表」、「休閒涉入量表」及「休閒效益量表」做為研究工具,以休閒動機為自變項,而以休閒涉入作為依變項,進行簡單線性迴歸、再以休閒動機、休閒涉入為自變項,以休閒效益作為依變項,進行多元迴歸,探討手機遊戲玩家在休閒動機、休閒涉入與休閒效益三者間的影響方向、影響程度及預測力。研究結果發現:
一、手機遊戲玩家的休閒動機與休閒涉入之間具有顯著的正向相關。
二、手機遊戲玩家的休閒動機與休閒效益之間具有顯著的正向相關。
三、手機遊戲玩家的休閒涉入與休閒效益之間具有顯著的正向相關。
從研究結果中我們可以發現手機遊戲玩家的休閒動機與休閒涉入能夠有效地預測休閒效益。
The purpose of this study was to understand the relationship between leisure motivation, leisure involvement, and leisure benefits on mobile game plaers.
Mobile game players were enrolled in this study. 330 questionnaires were sent out and the returns-ratio is 97.58%, the effectiveness is 98.45%. This study was based on "leisure motivation scale", "leisure involvement scale", and "leisure benefits scale" as a research tool, and analyzed with simple linear regression and multiple regression analysis. The research results were as follow:
1. Mobile game players’ leisure motivation had significant impact on leisure involvement.
2. Mobile game players’ leisure motivation had significant impact on leisure benefits.
3. Mobile game players’ leisure involvement had significant impact on leisure benefits.
According to the result, we found out that leisure motivation and leisure involvement on mobile game players could be used to predict the leisure benefits effectively.