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作者:謝芮禕
作者(英文):Jui-Yi Hsieh
論文名稱:人格邊界結構與電玩遊戲經驗對於惡夢困擾之預測效果
論文名稱(英文):The Predictive Effects of Boundary Structure and Video Gaming Experiences on Nightmare Distress
指導教授:李沐齊
指導教授(英文):Ming-Ni Lee
口試委員:翁士恆
許育光
口試委員(英文):Shyh-Heng Wong
Yu-Kuang Hsu
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:610683028
出版年(民國):112
畢業學年度:111
語文別:中文
論文頁數:50
關鍵詞:惡夢惡夢困擾人格邊界結構電玩遊戲經驗
關鍵詞(英文):nightmarenightmare distresspersonalityboundary structurevideo gaming experience
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根據夢的連續性理論(Bulkeley & Domhoff, 2010; Domhoff, 2010, 2011),夢反映著清醒時候的經歷。過去研究顯示,在有關人格的測量中,邊界結構可預測惡夢困擾(Belicki, 1992a; Cowen & Levin, 1995; Hartmann, 1991; Schredl et al., 1999)。相較於厚邊界,薄邊界的夢者有較高的惡夢困擾,並且,薄邊界的夢者在惡夢中不僅受到較高程度的干擾,甚至醒後的生活也受到影響(Belicki, 1992a)。Gackenbach 等人(2011)的研究顯示,電玩遊戲玩家的惡夢內容類似於他們清醒時的遊戲生活,且玩家經由清醒時在遊戲的威脅模擬中反覆練習並運用於惡夢中,亦即從遊戲中習得面對威脅的因應方式,減少在惡夢中經歷不幸的可能,此種作用稱為「惡夢保護效果(nightmare protection effect)」。故本研究推論,尤其對於薄邊界的夢者而言,若其在清醒時的電玩遊戲經驗如同高頻率玩家之程度,也許他們便更能在夢中促發「惡夢保護效果」而免受惡夢困擾。
本研究之主要目的為探討人格邊界結構預測惡夢困擾、電玩遊戲經驗預測惡夢困擾、以及兩預測變項對於惡夢困擾之交互作用效果。本研究特別聚焦於「電玩遊戲經驗」中的「射擊遊戲頻率」進行探究。本研究以年齡介於 20 至 35 歲、過去一個月內曾作過惡夢、且過去一個月內有經常玩射擊遊戲(或過去一個月內幾乎沒有玩射擊遊戲)之成年人為研究對象,採立意取樣進行網路問卷調查。正式參與者中之有效問卷資料為 89份(男性 25 人、女性 64 人)。本研究主要使用的問卷包括:夢記(Lee, 2017; Lee & Kuiken, 2015)、惡夢困擾量表(Nightmare Distress Scale; Belicki, 1992b)、簡版邊界結構問卷(Short-Form Boundary Questionnaire; Kunzendorf, Hartmann, Cohen, & Cutler, 1997)、電玩遊戲經驗問卷(改編自Video Game Play History Questionnaire; Gackenbach & Gahr, 2015)等。研究結果顯示:(一)人格邊界結構預測惡夢困擾之效果達顯著,亦即薄邊界組比厚邊界組之惡夢困擾程度相對較高;(二)電玩遊戲經驗預測惡夢困擾之效果達顯著,亦即高頻組比低頻組射擊遊戲玩家之惡夢困擾程度相對較低;(三)人格邊界結構與電玩遊戲經驗對於惡夢困擾之交互作用效果未達顯著,但結果亦顯示有可能的交互作用形式存在。樣本數不夠大可能為交互作用結果不顯著之因素之一。本研究結果可作為未來夢與電玩遊戲相關領域議題之研究參考。
According to the continuity hypothesis of dreaming (Bulkeley & Domhoff, 2010; Domhoff, 2010, 2011), dreams reflect waking experiences. Past studies have shown that, among the measures of personality, boundary structure predicts nightmare distress (Belicki, 1992a; Cowen & Levin, 1995; Hartmann, 1991; Schredl et al., 1999). Compared with thick boundaries, dreamers with thin boundaries have higher nightmare distress, and dreamers with thin boundaries not only suffer from a higher degree of disturbance in nightmares, but these experiences also affect their waking life (Belicki, 1992a). Gackenbach et al. (2011) showed that the nightmare content of video game players is similar to their waking game life and that players have repeatedly practiced threat simulations in games during waking life and applied them to their nightmares. Specifically, the way of coping with threats by playing games reduces the possibility of experiencing misfortune in nightmares, and this kind of effect is called “nightmare protection effect”. Therefore, this study infers that especially for thin-boundary dreamers, if their video gaming experiences during waking life are similar to those of high-end players, they may be able to trigger the “nightmare protection effect” during dreaming and avoid nightmares distress.
This study aimed to investigate the predictive effect of boundary structure on nightmare distress, the predictive effect of video gaming experiences on nightmare distress, and the interaction effect of boundary structure and video gaming experiences on nightmare distress. Among the video gaming experiences, this study particularly focuses on the “frequency in playing shooting games”. Adults aged between 20 and 35, who had nightmares in the past month and played shooting games frequently (or rarely played shooting games in the past month) were the participants of the study. Purposive sampling and the online questionnaire survey were conducted. Among all the participants’ responses, 89 valid data (25 males and 64 females) were finally included in the analyses.
The main questionnaires used in this study include the following: Dream Report (Lee, 2017; Lee & Kuiken, 2015), Nightmare Distress Scale (Belicki, 1992b), Short-Form Boundary Questionnaire (Kunzendorf, Hartmann, Cohen, & Cutler, 1997), Video Gaming Experience Questionnaire (adapted from Video Game Play History Questionnaire; Gackenbach & Gahr, 2015), etc. The results showed that (a) the effect of boundary structure on nightmare distress is significant; that is, the thin-boundary group has higher nightmare distress than the thick-boundary group; (b) the effect of video gaming experiences on nightmare distress is significant; that is, the high-end player group has lower nightmare distress than the low-end player group; (c) the interaction effect of boundary structure and video gaming experiences on nightmare distress is not significant, but the results also showed that there is a potential pattern of interaction effect. Insufficient sample size may be one of the factors for the result of insignificant interaction effect. The findings of this study can be used as a research reference for issues related to dreams and video games in the future.
第一章 緒論 1
第二章 文獻探討 5
第一節 惡夢 5
第二節 人格邊界結構與惡夢困擾 6
第三節 電玩遊戲 7
第四節 電玩遊戲與惡夢困擾 9
第五節 研究目的與假設 13
第三章 研究方法 15
第一節 研究架構 15
第二節 研究對象 16
第三節 研究工具 17
第四節 研究程序 21
第五節 資料處理與分析 22
第四章 研究結果 23
第一節 人格邊界結構、電玩遊戲經驗、與惡夢困擾之現況分析 24
第二節 人格邊界結構、電玩遊戲經驗、與惡夢困擾之相關分析 29
第三節 人格邊界結構電玩遊戲經驗對於惡夢困擾之變異數分析 31
第五章 討論與建議 39
第一節 討論 39
第二節 研究限制與未來研究建議 42
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謝芮禕、李沐齊、蔡姿妤譯(2021):簡版邊界結構問卷(Short-Form Boundary Questionnaire; Kunzendorf, Hartmann, Cohen, & Cutler, 1997)中文版。未出版手稿。
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