The Impact of Online Game on Interpersonal Relationship and Learning Achievement -An Example of High-School Students

碩士 === 國立屏東科技大學 === 企業管理系所 === 99 === In this thesis, the author uses a sample of senior high students in Kaohsiung to explore the relationship of online games with interpersonal relationships and learning achievement. In this study, the author utilizes both a literature review and a survey, includ...

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Bibliographic Details
Main Authors: Kuei-Lan Sun, 孫貴蘭
Other Authors: Wen-Ying Cheng
Format: Others
Language:zh-TW
Published: 2010
Online Access:http://ndltd.ncl.edu.tw/handle/10951351953221736512
Description
Summary:碩士 === 國立屏東科技大學 === 企業管理系所 === 99 === In this thesis, the author uses a sample of senior high students in Kaohsiung to explore the relationship of online games with interpersonal relationships and learning achievement. In this study, the author utilizes both a literature review and a survey, including data analyzed with SPSS statistical analysis software, in order to obtain the following conclusions: 1. The relationship between demographic factors and the motivation to use online games, online gaming behavior, interpersonal relationships, and learning achievement is partially significant. 2. There is a partially significant relationship between the motivation to use online games, online gaming behavior, interpersonal relationships, and learning achievement. The degrees of the relationships are medium and weak. 3. Using regression analysis, a significant relationship was found between the motivation to use online games and online gaming behavior. 4. Hierarchical regression analysis found a lack of any effect of online gaming behavior on the motivation to play online games, based on a positive self-assessment in interpersonal relationships. Conversely, there is a significant impact of online gaming behavior on the motivation to use online games, based on a negative self-assessment in interpersonal relationships. 5. Using hierarchical regression analysis, it is shown that there is a significant impact of online gaming behavior on the motivation to use online games, based on a self-assessment in schoolwork. Finally, the analysis of the results examines related management issues, practical suggestions, as well as implications for future research.