2021年年會論文 -流動於 3C 中的另一個我: 拓展 IT 身分理論以檢視網路遊戲科技認同與成癮
篇名
流動於 3C 中的另一個我: 拓展 IT 身分理論以檢視網路遊戲科技認同與成癮
Another me in 3C
作者
王昱凱
中文摘要

 本研究以 IT 身分理論為基礎,將網路遊戲玩家在科技中的身分認同操作化,並以雙系統理論來解釋 IT 身分與成癮的中介機制。使用 PLS 驗證研究模型後,發現嵌入性、自我效能和感知愉悅是形塑 IT 身份的關鍵,也間接導致使用遊玩習慣與自我調節不足。但最終僅有自我調節不足導致成癮行為,習慣與成癮則是顯著的負相關。此研究拓展了 IT 身分、雙系統理論的應用,為預測、抑止遊戲成癮提供見解。並以此為切入點,探討 IT 身分在科技成癮中的作用。

英文摘要

 Based on IT identity theory, this study operationalized Online gamers' identity in technology and used dual-system theory to explain the mediating mechanisms of IT identity and addiction. Using PLS to validate the research model, it was found that embedness, self-efficacy, and perceived enjoyment are key to shaping IT identity, and indirectly lead to the use of gaming habits and self-regulation deficits. However, only the self-regulation deficiency ultimately led to addictive behaviors, and habits and addiction were significantly negatively correlated. This study expands the application of IT identity and dual-system theory to provide insights for predicting and stopping game addiction. This study also explores the role of IT identity in technology addiction.

中文關鍵詞
IT 身分理論、自我調節不足、成癮、習慣、雙系統理論
英文關鍵詞
Addiction, Dual-system theory, Habit, IT identity theory, Self- regulation deficiency
發表日期
授權狀況
已授權