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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Analyses of Junior High School Students' Online Gaming Experiences and its Relationship with Self-concept, Life Adaptation and Well-being

Huang, Kai-Lin 06 July 2010 (has links)
The purpose of this study was to explore the junior high school students' online gaming experiences and its relationship with self-concept, life adaptation and well-being. The data was collected by means of questionnaires, and the participants were junior high school students in Kaohsiung area. The employed instruments were to reorganize questionnaires of other people. A questionnaire including basic data, scale of online game experiences, scale of online game participation motive, scale of self-concept, scale of life adaptation, and scale of well-being was implied to the studnets of 10 junior high schools in Kaohsiung area and 887 effecitve paritcipants were obtained. Finally, the data was analyzed with the methods of Chi-square test, Independent t-test, MANOVA, Multiple Regression Analysis. The results of this study were as following: 1. At present, 68.5% of junior high students participate in online games. Among them, most students choose to play free online games at home. 2. In the online gaming participation rate, player experiences, everyday average time of playing online games and participation motive, boys are significantly higher than girls. 3. Parents don¡¦t restrict children to play online games, and then children spend longer time playing online games and the motive in playing online games is stronger. 4. Compared with the non-experience, students who have online gaming experiences have poor ¡§family self¡¨, but have better ¡§physical self¡¨. 5. Compared with students of having online gaming experiences, students who don¡¦t have online gaming experience have better ¡§life adaptation¡¨. 6. ¡§Self-assurance¡¨ dimensions, ¡§social interaction¡¨ dimensions and ¡§recreation amusement ¡§ dimensions of the online gaming participation motive toward self-concept, life adaptation and well-being are low explanation. That shows other important factors need exploring. Finally, some practical suggestions based on the results of this study were provided to those related education organizations, teachers, parents, and researchers as the references in the future.

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