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作者:柯凱鈞
作者(英文):Kai-Chun Ko
論文名稱:多人在線戰略競技遊戲玩家的人格特質、心理健康與遊戲表現
論文名稱(英文):Personality Traits, Mental Health and Performance in a Multiplayer Online Battle Arena Game
指導教授:Theodore Mazarakis
口試委員:高靜懿
蔣世光
口試委員(英文):Ching-Yi Kao
Shih-Kuang Chiang
學位類別:碩士
校院名稱:國立東華大學
系所名稱:諮商與臨床心理學系
學號:610383031
出版年(民國):107
畢業學年度:106
語文別:英文
論文頁數:60
關鍵詞(英文):personality traitmental healthMOBA
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In recent years, online gaming has become one of the most popular activities in Taiwan, especially massively multiplayer online games incorporating features of cooperation and competition. Gaming behavior has been proposed as a novel and interesting area of human interaction. The present study aims to investigate the correlation between personality traits and performance in League of Legends (LOL), a Multiplayer Online Battle Arena game (MOBA), and the impact on mental health after playing LOL.
The present study finally recruited 334 college students (286 males; 48 females) in Taiwan, from age 20 to 28. There are three findings included in the present study. First, we found significant differences between personality traits and players role choice preferences in LOL. These differences may manifest because of the unique missions on each role. Second, the only significant difference in performance rating (medals) is openness. This may be caused by players’ collaboration in the game system (item, master and runes) and less by individual characteristics; further research is necessary on this issue. Third, the GHQ scores were significantly reduced after playing at least one LOL battle. The activation of dopaminergic pathways may have a role in this (Willis, 2010) or it may be seen as the development of a factor emotional regulation strategy related to the game.
Abstract i
Introduction 1
Literature Review 5
PERSONALITY TRAITS 5
PERSONALITY TRAITS AND GAMING BEHAVIORS 6
MENTAL HEALTH AND ONLINE ACTIVITIES 8
LEAGUE OF LEGENDS 10
Component elements on the map 12
Role-Classification in LOL 15
Game Flow 16
Methods 19
PARTICIPANTS 19
INSTRUMENTS 21
The 50-Item IPIP Representation of the Goldberg’s Markers for the Big-Five Factor Structure Traditional Chinese version 21
General Health Questionnaire (GHQ-28) 22
League of Legends 24
STUDY HYPOTHESIS 25
PROCEDURE 26
DATA ANALYSIS 27
Results 29
ARE THERE DIFFERENCES BETWEEN PERSONALITY TRAITS AND GAMING PERFORMANCE? 29
DOES GAMING HAVE IMPACT ON MENTAL HEALTH? 31
Discussion 39
PERSONALITY TRAITS AND GAMING PERFORMANCE 39
PLAYING LOL AND MENTAL HEALTH 41
RECOMMENDATIONS 43
References 45
Appendix A 53
Appendix B 59
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