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The Cognition Offset on the Online Game between Teachers and StudentsChou, Kuei-sui 14 August 2006 (has links)
On-line game has already becomes the young students¡¦s main source of leisure entertainment, however the young students were immersed all sorts of questions which played after on-line produces actually was the modern teacher manages the delicate matter in the classroom. Therefore this research wants to penetrate to the Kaohsiung area senior and junior high school teachers and students the cognition which plays to on-line, including: On-line plays the motive, fords into the degree, positive and negative to the mood and the influence disparity of, understands teachers' and students' cognition disparity present situation. Moreover, also the affiliation machine understanding student plays on-line to play the time self- potency ¡]confidence degree¡^, the autonomy potency and plays the life degree of satisfaction to the real life and on-line.
This research picks the questionnaire survey method, executes measures the object teacher of and the student for the Goading area senior and junior high school. The research asked the volume altogether provides 940 to ask the volume, the recycling effective sample number teacher 185 person, the student 588 people, the teacher effectively asked ratio of the volume is 77%, the student effectively asked ratio of the volume is 84%. Asked the volume 10.0 Chinese editions statistics coverall software carries on the analysis by SPSS for the Window.
The research discovered the teacher throws the motive regarding the student which in the inlet plays: Is holding controls ¡]Manipulation¡^, the attack ¡]Aggression¡^, is immersed in ¡]Immersion¡^, the flight from reality ¡]Escapism¡^, the achievement feeling ¡]Achievement¡^, the leadership ¡]Lead¡^, the team ¡]Solo/Group¡^ and so on the construction surface agreement degree all high which comes compared to the student. Another teacher in negative direction mood and in negative direction influence cognition, also obviously has a difference with student's view, namely teacher's in negative direction cognition score high which comes compared to the student. Relative, the student in the interpersonal relationship ¡]relationship¡^, the study grows, to on the mood construction surface, all outdoes ornamental hairpin h compared to teacher's agreement degree.
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Researching the development of adolescent self-identity through Internet games: A study of twelve youths' expereince in Internet cafesFang, Yu-Shen 31 July 2006 (has links)
Adolescents feel confusion all the time on the way to become mature adults. In ancient time, children were guided to go through adulthood ceremony to ease safely the unsettled and risky mind at the adolescent stage. It is a pity that Internet Café and on-line games nowadays becomes a battlefield for young people to fight with their confusion and conflicts in mind hoping for gaining inside happiness and calm. However, on-line games are not products designed to help adolescent inner growth but commercials, which aim to profit. Internet Café, though, is not an ideal place to develop one¡¦s identity, offers a possibility of exciting exploring journey. Nevertheless, in a cement jungle, limited space drives children to go into a virtual fascinating playground to discover ¡§Who am I?¡¨
Campbell stated the theme of ancient myth to present contemporary phenomenon. The myth claims that children are born to be heroes. Heroes search for inner growth, self-identity and conquer challenges in fate of their own. No one can escape from the risky life journey (transformation from adolescent to adult), even though we do not expect it, it comes to us eventually. It is an innate thirst to success in perilous life voyage.
This research adapted qualitative in-depth interviews with forty-four young people in eleven Internet Cafés in Kaohsiung City and Kaohsiung County, exploring twelve individual cases in profound reflection of their lives, which the whole observation and interviews have been lasted eight months long (September, 2005-April, 2006) and still, some of them kept intensive contact with me.
Most heroes in the cases stepped into Dark Forest-Internet Cafés since grade 3 or 4 and had undergone 4 to 5-year attempt and gradual transformation in mind in addition to the helping hand from Goddess of Happiness (significant others), heroes will come back to real world along with the grace (self-awareness) of the trial in Dark Forest. They will live freely and happily and become masters of two worlds, the Forest and outside world. Heroes who do not break through the spell of Dark Forest would still wait for the guidance of Goddess of Happiness or worse, they would be trapped in jails and dangers and lost contacts with outside world.
The research discovers that the main cause of attaching to on-line games comes from school; the secondary cause comes from family. On one hand, the harvest of young people in on-line games contains positive compensation on missing adulthood ceremony passing smoothly rebellious and confusing stage of life journey. On the other hand, the negative influence would be suffering from bad health attributing to staying up all night; bad school performance, unsatisfactory interaction with teachers and parents and much more, some of the young people can not even finish junior high schooling.
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A Study on How On-line Games Affect the Interaction BetweenYen, Rong-Horng 08 August 2006 (has links)
When we probe into how on-line games affect the interaction between teenagers and their families, we find that the parents¡¦ teaching attitude is the key factor of affecting the children¡¦s behavior in the games. If the parents and the children have a better interaction, or even they can play the games together, then the development of the children are comparatively healthier and better. From the analysis of this study, we see that on-line games did not bring about bad effects to the children, on the contrary, under the guidance of the parents, the children can successfully go in and out the world of on-line games. Such an unharmed result is just what most of the parents like to see: not to indulge, not to be deceived, not to contract bad habits from bad friends and so on. However, comparatively, the children¡¦s experience in on-line games could lack spirit of adventure. No matter in a fictitious or a concrete society, the grownups have a higher capacity of awakening after all. The guidance of the parents can inspire unlimited possibilities in the children, and they can ward off the chance of getting hurt under the parents¡¦ protection. ¡§Defeat is the motivation of growth; deception is the turning point of development!¡¨ Don¡¦t forget to reserve the room for defeat during the process of children guidance and assistance. When the grownups shake off the self-centered and subjective viewpoints, they are conscious of a transformation of a hero. In the fictitious world, making a mistake is a rare chance to launch an unexpected discovery, and life starts to liaise the unknown power. Regardless of old or young, and which life stage you are at, conjuration can always unveil the overture of mythic transformation. When you fulfill a spiritual trial and ritual, it is like you are experiencing a circle of death and resurrection. Experiences are past concepts and modes of thinking in a familiar living domain which are applicative no more, and it is time to cross the threshold. After returning I hope to provide some corresponded and balanced viewpoints to the past one-way discourse, and let the teenagers to show more distinctive features of themselves.
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性別差異及生活型態對線上遊戲使用者消費行為之影響研究林孟萱, Lin,Meng-Syuan Unknown Date (has links)
線上遊戲產業是目前國內數位內容發展當中的重點產業,隨著線上遊戲種類越來越多,其消費者區隔也成為重要的課題。本研究旨在研究性別差異與生活型態變項,對於線上遊戲使用者之消費行為影響,期能提供線上遊戲廠商與線上遊戲消費行為研究者,對於線上遊戲使用者間性別差異與生活形態差異之了解。
研究中採用了EKB消費者決策模式,將線上遊戲使用者之消費行為分為五個階段探討:「需求確認」(Problem Recognition)、「蒐集資訊」(Information Search)、「評估方案」(Alternative Evaluation)、「購買行為」(Purchase Decision)以及「購後行為」(Post-purchase Behavior)。
研究工具則使用網路問卷調查,將問卷內容置於免費問卷網站My3Q(www.my3q.com)提供BBS遊戲討論區及遊戲討論網站之網友連結填答,得到353份網路問卷,其中有效問卷計有327份。
研究結果如下:
一、男性使用者注重「遊戲主題與形式」,而女性注重「人物場景造形設計」。
二、女性使用者對「動作」、「益智」類型遊戲較男性使用者熱衷。
三、男性玩過的遊戲數量較女性為多。
四、女性較常與網友一同進行遊戲,男性則較常與現實中的朋友一起。
五、刺激流行族為線上遊戲主力族群。
六、積極規劃族對線上遊戲之投入程度較低。
七、固執理性族較不願意花費在線上遊戲上。 / On-line game industry is the key industry of digital content development in Taiwan. With the increasing categories of the on-line games, segmenting the consumers becomes an important subject. The study focus on how gender and lifestyle factors affect consumer behavior, which suggest to offer the on-line game manufacturers and on-line game consumer behavior researchers, to the understanding of on-line game players.
The E.K.B. consumer decision model has been applied on the study, and divides the consumer behavior into five stages: Problem Recognition, Information Search, Alternative Evaluation, Purchase Decision and Post-purchase Behavior.
Questionnaire post on free website My3Q (http://www.my3q.com) was used for this study, and offered BBS users and game websites users to link and fill out. Among completed 353 subjects, 327 are effective questionnaires.
The results of this study are:
First, most male players pay attention to “the theme and form of the game,” and most female players pay attention to “characters design and scenery design.”
Second, comparing with male players, most female users are in favor of “action games” and “casual games.”
Third, male players have more on-line game experience than female players.
Fourth, female players often join with internet friends; male players often join with friends in their real life.
Fifth, people who like exciting are the main population of on-line game.
Sixth, relatively, people who plan their life actively apply themselves less on the on-line game.
Finally, stubborn and rational people spend less on on-line game.
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線上遊戲領導力形塑歷程研究-以魔獸世界公會為例 / A process analysis of how the leadership skills honed in multiplayer online games: A case study of a world of warcraft's raiding guild.劉瑋 Unknown Date (has links)
多人角色扮演線上遊戲內是否有領導力?若有,這種能力如何培養、展現與有效實踐?本研究期待藉由探索魔獸世界公會團隊隊長(Raid Leader,簡稱RL)的遊戲歷程,探究線上遊戲如何可能成為形塑領導能力的場域,並分析此領導力應用於現實世界的機會與限制。 / 以線上遊戲「魔獸世界」為觀察環境,從RL在遊戲裡的日常工作、與他人相處、副本經歷到追求集體目標的過程,了解RL如何帶領玩家獲得成就感及形成影響力。擁有深遠故事背景、明確角色定位、任務導向及短中長期目標的「魔獸世界」正好提供良好的虛擬試煉空間,讓玩家組隊挑戰副本空間,讓玩家在自由組隊及各種征戰練習中,以團隊的力量尋找解答與達成擊敗魔王的目標。投入條件不斷變化的副本環境獲得利益與經驗等級,此過程所產生的情感與經濟的交換,使玩家間的關係變得複雜,也增加玩家對遊戲的黏著度,線上遊戲不但塑造出新的交友管道,更可能追引出新的管理模式與領袖培養機制。 / 本研究透過不同年齡與社會歷練之RL深度訪談,加上公會論壇的內容分析,察知在管理公會事務與副本征戰過程中的RL,將會於實踐遊戲目標之際建立自信與玩家間的信賴關係,並逐步形塑其領導力。此歷程中發現之策略運用、資源交換等遊戲技能;風險承擔與情緒管理等服務態度與合作分享等人格特質,與Drucker與Senge提出的領導力特質不謀而合,玩家將遊戲裡所獲得的心得分析、重組、整合,並把遊戲中與朋友相處的法則與解決問題的方式轉化及複製為現實社會裡的應用知識,線上遊戲除了可形塑創造願景、審時度勢、協調利益、嘗試創新、激勵賦能等領導者能力,可轉換至現實社會或不適宜轉換但可引以為戒的反向思考與限制也將一併於本研究中呈現。 / Is leadership really existent amongst on-line games? If so, how can those players develop, display or effectively practice their leadership when playing games? Then what will this capability affect or contribute to the virtual environment and our physical social context after players possess it? In order to answer these questions, this research has examined the character Raid leader or RL in on-line game, the World of Warcraft, investigated the forming process of his leadership and explored the ways in which an on-line game has become an arena to train leadership.
Based on the World of Warcraft, we have observed RL’s daily routines in the game, the interaction with other players and the process from the dungeon (also called instance) experience to achieve team’s goal pursuit in attempts in order to realize the model of interaction in on-line game as well as the ways in which RL has led all the team member to attain achievements and form their influence.
MMORPG with a long storyline, clear role position, mission orientation and different term goals offers an on-line gaming world where designed a series of quizzes and a dungeon for different player communities to challenge. Player can team up with the others, match with one another and conquer difference practices to find the resolution and defeat the monsters (also called Boss) in the dungeon.
After campaigning with team members in different personalities and joining continuously changing dungeon environments to gain different bonus and experience levels, players may form a close bond with one another and exchange treasures or information on hand in terms of their economic profit during the game.
Furthermore, after having some intensive interviews with RLs who are at different ages and having their own social experience in the real society as well as the analysis of the context in the guild forum, this research has discovered that RLs who manage guild affairs and conquer dungeon will establish their self-confidence and dependence with the other players when achieving the goals in games, and extend his leadership to those players.
Those findings from this forming procedure not only agree with the rules to hone leadership asserted by Drucker and Senge in recent years and the characteristics but also drew forth a team dynamics force to on-line player communities and a new mass movement that may influence the social impression or educational direction in the future.
By means of daily play of on-line games, players analyzed, re-organized and integrated their own feedback from the games, and involuntarily transferred the ways to get along with friends in games and to solve questions to tacit knowledge to manage the real society.
In addition to the search for the vision formed in on-line games and the characteristics of leadership as consideration of the situation, co-ordination of the profits on hand, attempt to innovate and ability to stimulate talents, some changeable key points, mechanism or limitation to the real society or unchangeable but referring points will also be presented in this research.
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A comunicação hipermidiática das comunidades jovens: caso Ragnarok on-line / The hipermidiatic communication of young communities: Ragnarok on-line caseRabello, Ana Cristina Bariani Bica 29 May 2006 (has links)
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Previous issue date: 2006-05-29 / The Massive Multiplayers On-line Game, a popularity worldwide communicational phenomenon are rapidly becoming an important socialization mechanism of all age people, nationality, ethnics and cultures. The object of this research is the Massive Multiplayer on-line Game Ragnarok on-line, an exclusive on-line game that has the constantly switch of information and ideas between players an essential condition for win. Analyze the communication interaction of societies build from these relations that can be producing new and challenging the actual rolls of social interaction and changing the verbal and non verbal dialog of communities in general. For participating communities, play by MMORPG can mean going in a complex social world, bringing together all of them real relationship problems and possibilities of problems existing in real life, possible by virtual representation of human figure. Analyze the relationship s characteristics of these communities, them building template, codes, representation systems and language adopted. Corpus of this analyze is constituted by interaction system made specifically in the game environment and implication about the communicational relationship pattern of these communities. The bibliography used evolve the know areas as follow: communication and information theory, communication media, theory of language, media studies, cyberculture, media culture, game theories / Os jogos multi-jogadores on-line, um fenômeno comunicacional de popularidade no mundo todo, estão rapidamente se tornando um importante mecanismo de socialização entre pessoas de diferentes idades, nacionalidades, etnias e culturas. A presente pesquisa tem por objeto o jogo eletrônico Ragnarok on-line , um jogo exclusivamente on-line onde as trocas de informações e conhecimentos entre jogadores são uma condição essencial à vitória. Analisam-se as interações comunicacionais das sociedades formadas a partir destas relações, que podem estar produzindo novas e desafiando as atuais regras de interação social e gerando grande alteração no diálogo verbal e não verbal das comunidades em geral. Para as comunidades participantes, jogar por meio de um jogo multi-usuário pode significar entrar em um complexo mundo social, trazendo junto todos os problemas e possibilidades de relacionamentos presentes em um mundo não virtual, que se faz possível pela representação virtual de sua figura humana. Analisam-se as características de relacionamento destas comunidades, seus padrões de formação, códigos, sistemas de representação e linguagem adotados. O corpus desta análise é constituído pelos sistemas de interação criados especificamente no ambiente do jogo e suas implicações sobre o padrão de relacionamento comunicacional destas comunidades. A bibliografia utilizada envolve as seguintes áreas do conhecimento: teoria da comunicação e da informação, meios de comunicação, teoria da linguagem, estudos sobre mediações, cibercultura, cultura das mídias, teoria dos jogos
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