College students' exposure to violent video games and the influence on behavioral performance

碩士 === 中央警察大學 === 犯罪防治研究所 === 107 === In order to realize the situation of Taiwan college students exposure to violent video games, we use questionnaires to investigate Taiwanese college students. Futhermore, we even compares the “personal and family characteristics” with different types of video...

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Bibliographic Details
Main Authors: LI, YEN-YI, 李燕宜
Other Authors: TSAI,TYAN-MUH
Format: Others
Language:zh-TW
Published: 2019
Online Access:http://ndltd.ncl.edu.tw/handle/zjx5w6
Description
Summary:碩士 === 中央警察大學 === 犯罪防治研究所 === 107 === In order to realize the situation of Taiwan college students exposure to violent video games, we use questionnaires to investigate Taiwanese college students. Futhermore, we even compares the “personal and family characteristics” with different types of video games, contact time and frequency, and the “Environment factors (Opportunity, Tension and Control factor) ”. Through the results of research and analysis, we provide recommendations about contact video games. This study use convenient sampling. Aim at the students from eight schools in Taipei and Kaohsiung regions, including national universities, private universities, national science and technology universities, and private science and technology universities. The total number of valid questionnaires is 715 copies. The results of the study showed that gender, school type, grade level, mother education level, and family structure were significantly related to video game experience in personal and family characteristics. Among the personal characteristics, those with lower self-control will have earlier contact with video games, long time, and high frequency in playing video games, and more contact with violent type video games. In addition, those who are more affected by Opportunity factor also have the same video game experience as mentioned above. Long-term exposure to violent video games, in terms of behavioral performance, including bias tendency, attack tendency, bias behavior, has a relatively bad influence, especially bias tendency. Based on the results of the study, we suddest the following recommendations for individuals, families, and schools: First, develop interest to replace playing video games. learning time planning. Second, promoting maternal parenting education, strengthen the interaction between family members, and actively grasp the child's activities.Third, improve the counseling mechanism and organize multi-social activities.