Latent profiles of online gaming addiction and their associations with gaming motivation

碩士 === 國立政治大學 === 心理學系 === 107 === There was a lack of research into the heterogeneity of online gamers and its relationship with online gaming motivation. One of the aims of the present study was to identify and describe the taxonomy of online gamers based on responses to the Online Gaming Add...

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Main Authors: Chien, Hsin-Yi, 簡欣儀
Other Authors: 許文耀
Format: Others
Language:zh-TW
Published: 2018
Online Access:http://ndltd.ncl.edu.tw/handle/s47uyj
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spelling ndltd-TW-107NCCU50710022019-11-28T05:22:30Z http://ndltd.ncl.edu.tw/handle/s47uyj Latent profiles of online gaming addiction and their associations with gaming motivation 網路遊戲成癮與網路遊戲玩家遊戲動機的關係-以潛在剖面分析模式探討 Chien, Hsin-Yi 簡欣儀 碩士 國立政治大學 心理學系 107 There was a lack of research into the heterogeneity of online gamers and its relationship with online gaming motivation. One of the aims of the present study was to identify and describe the taxonomy of online gamers based on responses to the Online Gaming Addiction Scale. Another aim of this study was to categorize online gaming motivations and their associations with online gaming addiction. A sample comprised 410 online gamers who were surveyed about their gaming behaviors and motivations. Latent Profile Analysis revealed five classes of gaming addiction, which comprised:(1)high online gaming addiction problem; (2)intermediate online gaming addiction problem; (3)low online gaming addiction problem; (4)psychological-dependent problem; (5)real-life management problem. Five classes of gaming motivations were extracted including:(1)highly engagement; (2)highly social, discovery-orientated and immersion; (3)highly maneuvered, achievement-orientated and role-design; (4) intermediate-engagement; (5)simply for leisure activity. The relationship between online gaming addiction classes and gaming motivation classes was significant. Motivation classes were distributed unequally between the five addiction groups. The low online gaming addiction problem group was characterized by having significantly the highest proportion of the motivation of simply for leisure activity. And online gaming addiction classes were also distributed significantly unequally between the five motivation groups. The highly-engaged motivation group was differentiated from other motivation groups by having the highest proportion of high online gaming addiction problem. Meanwhile, the simply for leisure activity motivation was distributed most in the group of low online gaming addiction problem. Based on our findings, online gamers are not homogeneous. And the online gaming addiction problem classes have significant differences from each other in the distributions of the gaming motivation classes and gaming-related behaviors. Implications of these findings can be used for prevention, intervention and clinical programs. 許文耀 2018 學位論文 ; thesis 93 zh-TW
collection NDLTD
language zh-TW
format Others
sources NDLTD
description 碩士 === 國立政治大學 === 心理學系 === 107 === There was a lack of research into the heterogeneity of online gamers and its relationship with online gaming motivation. One of the aims of the present study was to identify and describe the taxonomy of online gamers based on responses to the Online Gaming Addiction Scale. Another aim of this study was to categorize online gaming motivations and their associations with online gaming addiction. A sample comprised 410 online gamers who were surveyed about their gaming behaviors and motivations. Latent Profile Analysis revealed five classes of gaming addiction, which comprised:(1)high online gaming addiction problem; (2)intermediate online gaming addiction problem; (3)low online gaming addiction problem; (4)psychological-dependent problem; (5)real-life management problem. Five classes of gaming motivations were extracted including:(1)highly engagement; (2)highly social, discovery-orientated and immersion; (3)highly maneuvered, achievement-orientated and role-design; (4) intermediate-engagement; (5)simply for leisure activity. The relationship between online gaming addiction classes and gaming motivation classes was significant. Motivation classes were distributed unequally between the five addiction groups. The low online gaming addiction problem group was characterized by having significantly the highest proportion of the motivation of simply for leisure activity. And online gaming addiction classes were also distributed significantly unequally between the five motivation groups. The highly-engaged motivation group was differentiated from other motivation groups by having the highest proportion of high online gaming addiction problem. Meanwhile, the simply for leisure activity motivation was distributed most in the group of low online gaming addiction problem. Based on our findings, online gamers are not homogeneous. And the online gaming addiction problem classes have significant differences from each other in the distributions of the gaming motivation classes and gaming-related behaviors. Implications of these findings can be used for prevention, intervention and clinical programs.
author2 許文耀
author_facet 許文耀
Chien, Hsin-Yi
簡欣儀
author Chien, Hsin-Yi
簡欣儀
spellingShingle Chien, Hsin-Yi
簡欣儀
Latent profiles of online gaming addiction and their associations with gaming motivation
author_sort Chien, Hsin-Yi
title Latent profiles of online gaming addiction and their associations with gaming motivation
title_short Latent profiles of online gaming addiction and their associations with gaming motivation
title_full Latent profiles of online gaming addiction and their associations with gaming motivation
title_fullStr Latent profiles of online gaming addiction and their associations with gaming motivation
title_full_unstemmed Latent profiles of online gaming addiction and their associations with gaming motivation
title_sort latent profiles of online gaming addiction and their associations with gaming motivation
publishDate 2018
url http://ndltd.ncl.edu.tw/handle/s47uyj
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