|Title:||Yes or No？線上遊戲經驗之相關議題研究|
Yes or No? A Study of Issues Related to On-line Games Experiences
Department of Communication and Technology
|Keywords:||線上遊戲;問題解決能力;動機;on-line game;ability to solve problems;motive|
Information age and wide cable have provided a foundation for on-line games and it has become a high valued-added industry. Although the economy has been depressed in recent years, on-line game business still soars up the market. On-line games has taken a great share in the market and become teenagers' favorite. However, there are some questions need to be brought out. Why are the games so attractive? Are there only negative but no positive impacts to the society? Why is there a stereotype of students addicting to on-line games and fail their school works? This project will discuss various issues related to elementary and junior high school students' experiences on on-line games both from quantitative statistics and qualitative analysis as followings, A. General introduction to students' participation in on-line games. B. The motivations to be involved in on-line games. C. Attitude and Acceptance toward on-line games. D. Knowledge of negative impacts from on-line games. E. The differences between on-line games experiences and the resolutions of creative questions.
Journal of Cyber Culture and Information Society
|Appears in Collections:||Journal of Cyber Culture and Information Society|