关键词: Gaming motives Internet gaming disorder MOBA Need frustration Youth

来  源:   DOI:10.1007/s11469-022-00825-x   PDF(Pubmed)

Abstract:
Playing mobile MOBA games has become a popular leisure activity among Malaysian youth. However, MOBA games are highly addictive and have negative impacts on adult development. Inadequate local studies investigated the risk factors of excessive MOBA gameplay. The present study examined the (1) predictive role of need frustration on Internet gaming disorder (IGD) and (2) mediating effect of gaming motives. A total of 398 mobile MOBA gamers aged 18 to 29 participated in this cross-sectional online survey study. The findings showed that need frustration positively predicted IGD. Social, escape, competition, coping, and skill motives were significant mediators for the association between need frustration and IGD. However, fantasy and recreation motives were not significant mediators. MOBA players who were frustrated while fulfilling their basic needs may succumb to uncontrollable gaming behavior. Therefore, future prevention and intervention programs should cultivate positive mental strength for youth while meeting their basic needs.
摘要:
玩移动MOBA游戏已成为马来西亚年轻人中流行的休闲活动。然而,MOBA游戏具有很强的成瘾性,对成人发展有负面影响。当地研究不足,调查了过度MOBA游戏玩法的风险因素。本研究考察了(1)需求挫折对互联网游戏障碍(IGD)的预测作用和(2)游戏动机的中介作用。共有398名年龄在18至29岁之间的移动MOBA玩家参加了这项横断面在线调查研究。研究结果表明,需求挫折对IGD有积极的预测作用。社会,逃跑,竞争,应对,技能动机是需要挫折和IGD之间关联的重要中介。然而,幻想和娱乐动机不是重要的中介。在满足基本需求时感到沮丧的MOBA玩家可能会屈服于无法控制的游戏行为。因此,未来的预防和干预计划应在满足青年基本需求的同时培养青年的积极精神力量。
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