题名 |
大學生線上遊戲休閒涉入量表之發展 |
并列篇名 |
The Development of the Online Game Leisure Involvement Scale for College Students |
DOI |
10.6214/JSRM.200712_4(2).0002 |
作者 |
葉妤貞(Yu-Chen Yeh);黃芳銘(Fang-Ming Hwang);林珊如(Sunny S. J. Lin) |
关键词 |
線上遊戲 ; 休閒涉入 ; 驗證式因素分析 ; online game ; leisure involvement ; confirmatory factor analysis |
期刊名称 |
運動休閒管理學報 |
卷期/出版年月 |
4卷2期(2007 / 12 / 01) |
页次 |
16 - 32 |
内容语文 |
繁體中文 |
中文摘要 |
本研究依據McIntyre and Pigram(1992)的涉入概念建立一套有信度及效度的「大學生線上遊戲休閒涉入量表」,此量表可評估大學生以線上遊戲為休閒活動時,其涉入的程度為何。以休閒涉入的觀點探究玩線上遊戲的狀況,基本上視線上遊戲為適當之休閒活動,不以心理病理或社會不適應觀點來分析玩家進行線上遊戲的經驗。檢測信效度時,首先建構大學生線上遊戲涉入模式,以結構方程模式的驗證式因素分析(confirmatory factory analysis),對此理論模式進行驗證。研究對象為取樣自台灣公、私立大學生,並獲得519 份有效問卷。經對「多因素斜交模式」做模式內在結構適配的評鑑,顯示該模式具有聚合效度、區別效度及良好的信度。因此,本研究結果顯示大學生線上遊戲休閒涉入量表的因素結構可以成立,線上遊戲休閒涉入模式是一個具有三個因素的一階斜交模式,包含吸引力、自我表現、生活型態的中心性等三個因素。 |
英文摘要 |
The purpose of this study was to develop an online game leisure involvement scale for college student. The scale could be used to assess the degree of involvement when college students engage in online game as a significant leisure activity. The authors assume that online game as one of the proper leisure activities. Therefore, we tried to explore college students' involvement in online game instead of viewing online game play as a pathological or socially disadpative phenomenon. Confirmatory factor analysis (CFA) was used to examine the hypothetical model which includes three first level factors, ”attraction”, ”self-expression”, and ”centrality to lifestyle.” Five hundred and nineteen valid questionnaires were collected from more than 10 universities distributed around Taiwan. The model fit indices showed the hypothetical model was satisfied. Furthermore the reliability, convergent validity, and discriminant validity were proved to be acceptable. The results also indicated that the factor structure of online game involvement was an ”oblique multi-factor model.” |
主题分类 |
人文學 >
地理及區域研究 社會科學 > 體育學 社會科學 > 管理學 |
被引用次数 |
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