|Abstract: ||本研究目的旨在探討手機遊戲精靈寶可夢 GO 玩家休閒動機、涉入程度與身心健康之關係。本研究採用問卷調查法，以方便取樣的方式針對南投縣、台中市精靈寶可夢GO玩家進行調查，有效回收問卷數共374份。透過描述性統計、探索性因素分析、 獨立樣本 t 檢定、單因子變異數分析、皮爾森相關分析以及迴歸分析等統計方法進行分析。
研究結果發現：（一）男性是主要玩家，玩家遊戲等級在36等以上、近一個月每週玩六天以上、每週玩7小時內居多。（二）社群互動為玩家最主要的休閒動機，休閒涉入中的吸引力是玩家持續遊戲的主要原因。（三）不同的學歷、婚姻狀況、遊戲等級、遊戲頻率與參與時間在休閒動機上有顯著差異。不同的學歷、遊戲等級、遊戲頻率與 參與時間在涉入程度上有顯著差異。不同的年齡、學歷、婚姻狀況、遊戲等級、遊戲頻率與參與時間在身心健康上有顯著差異。（四）玩家之休閒動機對涉入程度與身心健康皆達顯著正相關，涉入程度對身心健康亦達顯著正相關。（五）多元迴歸結果發現休閒動機與涉入程度能有效預測身心健康，其聯合解釋變異量達 73.2%。
The study aims was to explore the relationship among the mobile game Pokémon Go players’ leisure motivation, involvement levels and physical-mental health. The study adopted survey method and convenience sampling to investigate the Pokémon GO players for Nantou county and Taichung City. The amount of valid questionnaires which were returned was 374. The data analysis is used in descriptive statistics, exploratory factor analysis, independent sample t-test, one-way ANOVA, Pearson correlation analysis and regression analysis.
The results were as followed: 1.The majority of the Pokémon GO players was male. Pokémon Go players’ level is over 36. They have been playing within 7 hours a week and mostly more than 6 days a week for the past month. 2. Community interaction is the most important leisure motivation for players, and attractive is the main reason why players continue to play. 3. There were significant differences in leisure motivation among the variables of education, marital status, game level, frequency of game and playtime. There were significant differences in involvement levels among the variables of education, game level, frequency of game and playtime. There were significant differences in physical-mental health among the variables of age, education, marital status, game level, frequency of game and playtime. 4. The players’ leisure motivation was significantly positive related to involvement levels and physical-mental health, and the involvement levels was significantly positive related to physical-mental health. 5. Players' leisure motivation and involvement levels could efficiently predict physical-mental health, and their accumulated variance of explanation was 73.2%.
Based on the study results, the results can suggestmobile game companies when they design the games and imarove the games.In addition, some study issues have also been offered for those who are interested in the future studies of this concerned.