手機遊戲玩家休閒運動涉入及自我概念之研究

dc.contributor張少熙zh_TW
dc.contributorChang, Shao-Hsien_US
dc.contributor.author顏郁方zh_TW
dc.contributor.authorYen, Yu-Fangen_US
dc.date.accessioned2022-06-08T02:55:18Z
dc.date.available2021-10-24
dc.date.available2022-06-08T02:55:18Z
dc.date.issued2021
dc.description.abstract本研究對象為台灣地區滿18歲以上手機遊戲玩家,探討其休閒運動涉入與自我概念之行為,採取立意取樣方式發送網路問卷調查,共回收729份,扣除無效問卷,最後樣本數為646份。問卷回收後,以描述性統計、獨立樣本t檢定、單因子變異數分析、皮爾森積差相關分析及迴歸分析等統計方法進行分析。所得研究結果如下:手遊玩家的年齡介於18~29歲,主要居住在中部和北部,身分以大學生與白領上班族最多,月收入在0~3.5萬元之間,最愛的遊戲類型為策略和塔防遊戲,每天花1~3小時在遊戲上,超過五成手遊玩家每月遊戲費用在300元以下,超過六成手遊玩家沒有運動習慣,玩家達到國內規律運動7333標準的只有20%,他們重視道德標準、有較高道德價值觀,注重團隊合作與社交互動;休閒運動涉入「吸引力」高於「自我表現」,自我概念構面裡以「道德倫理自我」分數最高;休閒運動涉入方面,手遊玩家的「性別」與「婚姻狀況」有所差異;而自我概念在「性別」、「年齡」、「職業」、「婚姻狀況」的不同,會造成顯著差異;休閒運動涉入與自我概念有中度正相關,自我概念會影響休閒運動涉入;男性、月收入高、吸引力高與低家庭自我概念,對運動行為預測具有解釋力。zh_TW
dc.description.abstractThe objective of this research was to evaluate leisure sports involvement and self-concept of mobile game players who were 18 years old and above in Taiwan. A purposive sampling method was used to send online questionnaires. A total of 729 questionnaires were responded, and excluding invalid questionnaires, and the effective sample size was 646. The statistical data were analyzed by Descriptive Statistics, Independent Sample t-test, One-way ANOVA, Pearson's Correlation Coefficient, and Regression Analysis statistical methods. The research results are as follows: (1) Mobile game players were between 18-29 years old, and mainly lived in the central and northern Taiwan. Among them, the highest proportion was college students and white-collar office workers, and their monthly income range was between NT $0 and $35,000. Their game preference was a strategy and tower defense, and averagely spent 1~3 hours playing every day. More than 50% of mobile game players spent less than NT$300 per month on games. More than 60% of mobile game players did not have exercise habits, and only 20% of mobile game players had the 7333 regular exercise. They had high moral standards, ethical values, team spirits, and social interaction. (2) In leisure sports involvement, the attractiveness option score is above self-expression; in the self-concept, the score of" moral Self-Score is the highest. (3) In terms of leisure sports involvement, mobile gamers differ in "gender" and "marital status"; while their self-concepts are significantly different in "gender," "age," "occupation" and "marital status" difference. (4) Leisure sports involvement and self-concept have a moderate positive correlation; self-concept will affect leisure sports involvement. Male, high monthly income, high attractiveness, and low family self-concept, the predictor of sports behavior, have explanatory power.en_US
dc.description.sponsorship高階經理人企業管理碩士在職專班(EMBA)zh_TW
dc.identifier107590148-40552
dc.identifier.urihttps://etds.lib.ntnu.edu.tw/thesis/detail/3f2013018ef9c68ac799569c10f6033e/
dc.identifier.urihttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/117925
dc.language中文
dc.subject手機遊戲zh_TW
dc.subject遊戲玩家zh_TW
dc.subject休閒運動zh_TW
dc.subject涉入zh_TW
dc.subject自我概念zh_TW
dc.subjectMobile Gameen_US
dc.subjectGameren_US
dc.subjectLeisure Sportsen_US
dc.subjectInvolvementen_US
dc.subjectSelf-Concepten_US
dc.title手機遊戲玩家休閒運動涉入及自我概念之研究zh_TW
dc.titleA Study of Mobile Gamer on Leisure Sports Involvementand Self-Concepten_US
dc.type學術論文

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