English  |  正體中文  |  简体中文  |  Items with full text/Total items : 94286/110023 (86%)
Visitors : 21655679      Online Users : 189
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version


    Please use this identifier to cite or link to this item: http://asiair.asia.edu.tw/ir/handle/310904400/113466


    Title: 線上遊戲玩家之休閒效益與生活壓力
    The Leisure Benefit and Life Stress for Online Game Players
    Authors: 蔡崨絨
    TSAI, JIE-RONG
    Contributors: 休閒與遊憩管理學系
    Keywords: 生活壓力;休閒效益;線上遊戲
    Life Stress;Leisure Benefits;Online games
    Date: 2022-07-31
    Issue Date: 2022-10-28 08:04:56 (UTC+0)
    Publisher: 亞洲大學
    Abstract: 隨著社會型態的改變,人們開始重視休閒活動。休閒活動提供了許多效益,人們透過休閒效益以期降低生活壓力,而本研究主要探討休閒效益與生活壓力兩者之間的關係。本研究以線上遊戲玩家為研究對象,旨在探討線上遊戲玩家休閒效益與生活壓力之現況、不同人口統計變項在休閒效益及生活壓力之差異性,及兩者變項間的相關程度。本研究採立意抽樣方式進行,共計取得427份樣本數量,有效問卷為423份。本研究採用描述性統計、獨立樣本t檢定、單因子變異數分析、皮爾森積差相關分析等方式進行分析,本研究結果如下:一、不同「遊戲年資」、「每日平均遊戲時數」、「玩遊戲頻率」、「對本身而言,玩遊戲能否減壓」等變項在休閒效益構面具有顯著差異性;遊戲年資在各構面上皆以「三年(含)以上」最高;每日平均遊戲時數則是「一小時以下」最低;玩遊戲頻率傾向「一個月一次或更少」最低;對本身而言,玩遊戲能否減壓皆以「非常同意」最高。二、不同「年齡」、「職業」等變項在生活壓力具部分顯著差異性;年齡在「個人壓力」構面上,「18-25歲」最高;職業「個人壓力」構面上,「學生」高於「軍公教」。三、「休閒效益與生活壓力之間具有顯著相關性」,生理效益與人際壓力達中度顯著相關、社交效益與家庭壓力達低度負相關、生活壓力整體構面與生理效益達顯著低相關,但整體構面間未具相關性。
    With the change of social patterns, people begin to pay attention to leisure activities. Leisure activities provide many benefits. People hope to reduce the stress caused by life through Leisure Benefits. This study mainly explores the relationship between Leisure Benefits and Life Stress.This study takes online game players as the research object, and aims to explore the current situation of online game players' Leisure Benefits and Life Stress, the differences between different demographic variables in Leisure Benefits and Life Stress, and the degree of correlation between the two variables. This study was conducted by non-random sampling, and a total of 427 samples were obtained, and 423 valid questionnaires were obtained.In this study, descriptive statistics, independent sample t test, one-way analysis of variance, and Pearson product-difference correlation analysis were used for analysis. The results of this study are as follows:1. Different variables such as “game experience”, “average daily game hours”, “frequency of playing games”, and “whether playing games can reduce stress for oneself” have significant differences in the dimension of Leisure Benefits; In all aspects, seniority is the highest with "three years (inclusive) or more" the average daily game hours is "less than one hour" the lowest; the frequency of playing games tends to be "once a month or less" the lowest; In other words, whether playing games can reduce stress is the highest level of "strongly agree".2.Different variables such as "age" and "occupation" have some significant differences in life pressure; age is the highest in the dimension of "personal pressure" in the dimension of occupational "personal pressure", "18-25 years old" is the highest; Students" are higher than "military and public education".3. "There is a significant correlation between Leisure Benefits and Life Stress ". Physiological benefits are moderately and significantly correlated with interpersonal stress, social benefits and family stress are low and negatively correlated, and the overall dimension of life stress is significantly and lowly correlated with physiological benefits. , but there is no correlation between the overall dimensions.
    Appears in Collections:[會計與資訊學系] 博碩士論文

    Files in This Item:

    File Description SizeFormat
    index.html0KbHTML51View/Open


    All items in ASIAIR are protected by copyright, with all rights reserved.


    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback