Browsing by Author "Chang, Shan-Mei"
Now showing 1 - 7 of 7
- Results Per Page
- Sort Options
Item type:Item, Cross-lagged relationships between problematic Internet use and lifestyle changes(2013-11-01) ;Lin, Chih-Hung ;Chen, Ssu-Kuang ;Chang, Shan-Mei ;Lin, Sunny S. J.教育研究所Cross-lagged analysis of panel survey data collected from Taiwanese college students (initially 387 males and 370 females) was used to examine the temporal relationship between problematic Internet use (PIU) and lifestyle changes during the first year in college. We hypothesized that a reciprocal relationship might exist between PIU and lifestyle changes. Structural equation modeling was adopted to test several nested cross-lagged relationship models. The results showed that four measures of lifestyle changes and PIU were moderately to highly stable across one year. Moreover, PIU in freshman year predicted negative changes in lifestyle in the following year, including a reduction of physical and social activities, irregular diet and unhealthy sleep. Lifestyle changes in freshman year, in contrast, did not predict PIU in sopho-more year; the hypothesized reciprocal relationship between PIU and lifestyle changes was not warranted. Implications and limitations are discussed. (C) 2013 Elsevier Ltd. All rights reserved.Item type:Item, Cross-lagged relationships between problematic Internet use and lifestyle changes(2013-11-01) ;Lin, Chih-Hung ;Chen, Ssu-Kuang ;Chang, Shan-Mei ;Lin, Sunny S. J.教育研究所Cross-lagged analysis of panel survey data collected from Taiwanese college students (initially 387 males and 370 females) was used to examine the temporal relationship between problematic Internet use (PIU) and lifestyle changes during the first year in college. We hypothesized that a reciprocal relationship might exist between PIU and lifestyle changes. Structural equation modeling was adopted to test several nested cross-lagged relationship models. The results showed that four measures of lifestyle changes and PIU were moderately to highly stable across one year. Moreover, PIU in freshman year predicted negative changes in lifestyle in the following year, including a reduction of physical and social activities, irregular diet and unhealthy sleep. Lifestyle changes in freshman year, in contrast, did not predict PIU in sopho-more year; the hypothesized reciprocal relationship between PIU and lifestyle changes was not warranted. Implications and limitations are discussed. (C) 2013 Elsevier Ltd. All rights reserved.Item type:Item, Cross-lagged relationships between stress and depression(2016-07-01) ;Liao, Pei-Chun ;Chang, Shan-Mei ;交大名義發表National Chiao Tung UniversityItem type:Item, Examining the Application of the DC-IA-A Diagnostic Criteria for Internet Addiction Disorder in At-Risk College Students(2015-01-01) ;Hsu, Wen-Yu ;Chang, Shan-Mei ;Chiu, Nan-Ying ;Lin, Sunny S. J.Tseng, Yin-HsingInternet addiction disorder is a relatively new condition, and the criteria for its diagnosis have been developed only over the last several years. The criteria for Internet addiction remain controversial. We strive to further elucidate the clinical validity of the diagnostic criteria for Internet addiction. To test items of the diagnostic criteria for Internet addiction among adolescents, we conducted a clinical interview study of college students based on longitudinal data on their risky use of the Internet. Forty-one high-risk cases were selected from a 3-year 5-time point longitudinal survey of 716 college freshmen. We examined disputes relevant to symptoms and impairment in the DC-IA-A (Diagnostic Criteria for Internet Addiction among Taiwanese Adolescents). Of the 41 cases, 21 were diagnosed with Internet addiction via a psychiatric interview. In the Internet addiction disorder group, 23.8% of cases had a diagnosis of depression, whereas only 15.0% of the cases in the non-Internet addiction group had a diagnosis of depression. Two major criteria (A8 and A3) had low incidences in these high-risk college students and thus did not help provide a differential diagnosis between the groups. We suggest that A8, \'excessive effort spent on activities necessary to obtain access to the Internet\', should be omitted, and that A3, \'tolerance: a marked increase in the duration of Internet use needed to achieve satisfaction\', should be modified. A1 and A9 should be discussed regarding their role in the diagnosis of Internet addiction disorder. Additional welldesigned studies examining the diagnostic criteria and the relationship between factors are needed. (C) 2015 S. Karger AG, BaselItem type:Item, Online gaming motivation mediates game involvement in predicting problematic Internet use: A longitudinal study(2016-07-01) ;Chang, Shan-Mei ;Chen, Ssu-Kuang ;Lin, Sunny S. J. ;交大名義發表National Chiao Tung UniversityItem type:Item, Team knowledge with motivation in a successful MMORPG game team: A case study(2014-04-01) ;Chang, Shan-Mei ;Lin, Sunny S. J. ;教育研究所Institute of EducationWe studied the content of the team mental model with a case study about a successful online game team. This team was formed by high-ranking managers in a large raid guild to conduct a raid in War of Worldcraft. They were interviewed with a set of 5-W questions developed according to the conceptualizations of team mental model (Levine & Moreland, 1991). Toward the interview protocol, a content analysis was conducted with two-cycle coding method from exploratory to explanatory and a hierarchical framework from code, category, theme, to theory were generated to describe the team mental model. In the first cycle, 17 codes were extracted from participants' own wording for concepts that were shared by whom controlled various gaming characters. These codes are knowledge convergence about the problem at-hand, actors, events, affects and outcomes - what the core garners have experienced through the collaborative gaming process. In the second cycle, coding was guided by learning theories. Six categories, mingled from 17 codes, showed collective knowledge of co-work process, leaders' works, work under supervision, seeking joint fun, relationship oriented, and balance between extrinsic-intrinsic motivations. From 6 categories, two themes were synthesized: the team (1) performed "joint hard work" for (2) seeking "joint hard fun." The first theme comprised declarative and procedural knowledge representations and we consider it to be the commonality between this game team and ordinary work/learning teams. The second theme was composed of affective and cognitive evaluation components about intrinsic motivation which is in accordance with Self-determination theory (SOT, Deci & Ryan, 2000). In general, "Jointly hard work for hard fun" is the gist content of the team mental model. We found ample evidences that members explicitly recall shared motivational beliefs of team mates and emotional-motivational events in gaming. Based on the results of this study, several implications have been addressed for teachers to enhance students' intrinsic motivation in conducting quality Computer-Supported Collaborative Learning. Future studies are needed to further explore the relationship between the quality of team mental models and team-level performance. (C) 2014 Elsevier Ltd. All rights reserved.Item type:Item, The mediation effects of gaming motives between game involvement and problematic Internet use: Escapism, advancement and socializing(2018-07-01) ;Chang, Shan-Mei ;Hsieh, Grace M. Y. ;Lin, Sunny S. J. ;教育研究所Institute of EducationThe main purpose of this study was to examine the longitudinal mediation effects of multiple gaming motives from online game involvement to problematic Internet use (PIU). In terms of mediators, the present study included three specific gaming motivations - escapism, advancement, and socializing. A sample of 389 garners participated in the study from freshman to junior college years. Gaming involvement was collected at the freshman year, motives at sophomore, and PIU at junior. Initially, the three gaming motives were examined separately for their longitudinal mediation effects in a series of single-mediator models. Next, the three motives were simultaneously included in a multiple-mediator model to compare the relative levels of their mediation effects from gaming involvement to PIU across a period of two years. In the multiple mediator model, the most compelling results showed that escapism and advancement were positively associated with PIU, yet socializing was not; socializing failed to significantly predict later PIU. Also, the direct effect of gaming involvement on PIU was weak and failed to reach significant level, contradicting to the findings of previous cross-sectional studies. Many game players experience great pleasure from immersing themselves in a virtual world, and often to the extent of developing addictive symptoms. This phenomenon is referred to as "pull" effect which is considered comparable to the motive of "pursuing in-game advancement" in the present study. Conversely, frustrations or other negative experiences in real life might also bring about a "push" effect that tugs players into gaming. The motive of escapism from the real-life in this study resembles the so-called "push" effect. The authors suggest when garners demonstrated social motive during game time, such as participating in a gamer community and collaborating with the others despite being socially withdrawn in real life, it would be less reasonably to be regarded as PIU. During game time, if garners experience a temporary sense of well-being, it might help to vent their real-life frustration. However, an excessive use of this emotion-focused coping strategy might still increase the risk of PIU.