本研究以詮釋現象學為研究基礎,以網路遊戲的中年重度玩家為研究對象,透過五位研究參與者的半結構深度訪談取得文本資料,進行視域化的綜合分析,經由他們對於自身經驗的意義詮釋,揭露中年重度玩家在虛擬與現實二個世界之間的生活經驗本質。 中年重度玩家在家庭、工作、社會等等角色扮演下所呈現的生活經驗有:(1) 異次元E世界滿足玩家眾多的需求,包括了提供探索、冒險與刺激的感覺,以及人際關係的互動與交流;(2)匿名的特性,使玩家在遊戲中冒險的同時,亦享有真實世界裡的安全感;(3)虛真二個世界之間,中年重度玩家皆自認為有足夠的理性與掌控能力,能夠任意穿梭二端而不致產生自我認同與自我呈現上的混淆;(4) 處在中年階段的重度玩家,出現了對工作、社會價值的危機感、教育下一代的焦慮以及感受到老化與死亡的焦慮;(5)在資訊社會與經濟掛帥的環境中,中年結構的核心家庭其功能漸漸地降低,虛擬空間的社群關係取代真實世界的家庭部分凝聚力。 本研究對於網路遊戲玩家日益增多的資訊社會,提供了當事人經驗觀點的初步還原與解析,實務上可協助修正社會大眾對玩家們的刻板印象,研究上也可以引發更多與網際網路相關的主題研究。 This study is rooted on interpretive phenomenology as its research foundation. The research participants are middle-aged adults who are heavy addicted to online games. The research text is acquired from semi-structural in depth interviewing with five participants. The text is then analyzed by fusion of horizons, with interpretation of the meaning for their own experience by the participants, the author tried to expose the life experience essentials of the middle-aged heavy addicted game players in and between their twin worlds–the virtual one and the real one. The lived experience for middle-aged heavy addicted player with their family, occupational, and social roles played are found to be as follows: (1) The alien dimension cyber space or the e-world fulfilled the diversified needs of the player which include the provision of feelings of exploration, adventure, and excitement together with the interaction and communication of the interpersonal relationships. (2) With the anonymous attribute, the players can enjoy the safety within real world while in the same time when he or she is taking adventure in the game world. (3) Middle-aged heavy users think that they have enough sense and power of control for both the virtual and the real world to arbitrarily come back-and-forth between both worlds without ambiguity in self-identity and apparent persona. (4) Middle-aged heavy users have, as appeared to them, crisis for their own occupational and social values, anxiety for cultivating their successor generation, and also the anxiety of aging and death. (5) In an environment of information society and with highly raised value for prosperity, the function of core family for the middle-ages has abated gradually. The virtual cyber space community relationship replaced part of the cohesive force for the real world family. This research provides a primary interpretive reduction and analysis from the experience and viewpoint of the game player themselves for this information society with increasing internet game players. In practice, it can help readers in modifying their fixed image on the game players. And hopefully it can also bring up more researches on the internet related topics.