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大学生网络游戏体验的问卷编制与特点分析

发布时间:2018-07-07 15:16

  本文选题:大学生 + 网络游戏 ; 参考:《浙江理工大学》2013年硕士论文


【摘要】:近年来,游戏在电脑,手机等不同平台上都得到飞速的发展,游戏产业也已经成为许多国家最大的娱乐产业。网络游戏在整个游戏产业中的扮演着重要的角色,受到越来越多大学生的欢迎,成为大学生中最流行的一项休闲娱乐活动之一。游戏体验是决定一款游戏是否成功的关键因素,因此大学网络游戏体验的研究具有重要的理论价值和现实意义。 本研究在文献查阅、开放式问卷调查和焦点小组的基础之上,编制了大学生网络游戏体验的初测问卷。用初测问卷进行施测,调查了310名大学生,然后进行项目分析和探索性因素分析,形成大学生网络游戏体验问卷,,包括冲动感、愉悦感、沉浸感、社交体验和能力感五个维度,共26个题项。 用大学生网络游戏体验问卷对浙江理工大学、杭州电子科技大学、中国计量学院、浙江工商大学四所高校的508名大学生进行调查,并且在20天后对其中的38名进行重测。然后对问卷的内部一致性系数、分半信度、重测信度和效度进行分析,结果表明该问卷的信度和效度符合心理测量学的基本要求,最后研究了大学生网络游戏体验的特点。 在本研究条件下,我们得出如下结论: (1)、大学生网络游戏体验是一个多维度的心理结构,包括愉悦感、沉浸感、社交体验、能力感和冲动感五个维度。 (2)、该研究所编制的《大学生网络游戏体验问卷》具有良好的信度和效度,可以作为大学生网络游戏活动过程中游戏体验的测量工具。 (3)、不同消费水平的被试在“社交体验”和“能力感”维度上的得分存在显著性差异;不同年级的被试在“冲动感”和“沉浸感”“社交体验”维度上的得分存在显著性差异;不同网络游戏经验的被试在“愉悦感”和“社交体验”维度上的得分存在显著性差异;不同游戏参与方式的被试在“愉悦感”和“能力感”“社交体验”维度上的得分存在显著性差异;不同游戏类型的被试在“冲动感”“愉悦感”“沉浸感”“社交体验”维度上的得分存在显著性差异。
[Abstract]:In recent years, the game in computer, mobile phone and other platforms have been rapid development, the game industry has become the largest entertainment industry in many countries. The network game plays an important role in the whole game industry and is welcomed by more and more college students. It has become one of the most popular leisure and entertainment activities among college students. Game experience is the key factor to determine the success of a game, so the study of college online game experience has important theoretical value and practical significance. On the basis of literature review, open questionnaire and focus group, this study compiled a preliminary questionnaire for college students' online game experience. In this paper, 310 college students were investigated with the initial test questionnaire, and then item analysis and exploratory factor analysis were carried out to form the online game experience questionnaire of college students, which included five dimensions: impulse, pleasure, immersion, social experience and ability. There are 26 items. In this paper, 508 college students from Zhejiang University of Science and Technology, Hangzhou University of Electronic Science and Technology, China Institute of Metrology and Zhejiang Industrial and Commercial University were investigated with the online game experience questionnaire, and 38 of them were re-tested 20 days later. Then, the internal consistency coefficient, split-half reliability, test-retest reliability and validity of the questionnaire are analyzed. The results show that the reliability and validity of the questionnaire accord with the basic requirements of psychometrics. Finally, the characteristics of college students' online game experience are studied. Under the conditions of this study, we draw the following conclusions: (1) College students' online game experience is a multi-dimensional psychological structure, including pleasure, immersion, social experience, (2) the questionnaire of college students' online game experience developed by the research institute has good reliability and validity. It can be used as a measuring tool for college students' online game experience. (3) there are significant differences in the scores of social experience and ability among the subjects with different consumption levels; There were significant differences in the scores of the subjects in different grades on the dimensions of "feeling of impulse" and "immersion" and "social experience", and there were significant differences in the scores of "pleasure" and "social experience" between the subjects with different online game experience. There were significant differences in the scores of "pleasure" and "ability" and "social experience" between the participants with different game participation styles. There were significant differences in the scores of different game types in the dimensions of "impulse", "pleasure", "immersion" and "social experience".
【学位授予单位】:浙江理工大学
【学位级别】:硕士
【学位授予年份】:2013
【分类号】:G645.5;G449

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