本研究以正向心理健康探討青少年在手機遊戲使用行為與正向心理健康之間的關係,並比較不同背景變項與遊戲行為之差異情形。其研究方法為問卷調查法,以北部地區高中職在校生為研究對象,以「個人基本資料」、「遊戲使用行為量表」與「中學生正向心理健康量表」作為研究工具,將調查所得資料以描述統計、獨立樣本t檢定、單因子變異數分析、卡方檢定進行資料處理分析。 研究結果: (一)不同背景變項之高中職生在手機遊戲使用行為上有顯著差異。 (二)不同背景變項之高中職生在正向心理健康上有無顯著差異。 (三)手機遊戲使用行為與正向心理健康有部份顯著差異。 This study uses positive mental health to explore the relationship between adolescents’ mobile gaming behavior and positive mental health, and compares the differences between different background variables and gaming behaviors. The research method is a questionnaire survey method, taking the high school vocational school students in the northern area as the research object, using the "personal basic information", "game use behavior scale" and "high school students positive mental health scale" as research tools. The results of the survey data were processed and analyzed by descriptive statistics, independent sample t test, single factor variance analysis, and chi-square test. The Research Results: (1) High school vocational students with different background variables have significant differences in the behavior of using mobile games. (2) Whether there are significant differences in positive mental health among high school vocational students with different background variables. (3) There are partial significant differences between mobile game use behavior and positive mental health.