Gaming Disorder Test

  • 文章类型: Journal Article
    本研究调查了游戏障碍(GD)与游戏动机的个体差异之间的关系,以及三组游戏玩家之间的差异。第一组声称是职业游戏玩家(n=129;2,49%),第二组由非职业玩家组成,谁打算成为职业游戏玩家(n=646;12,45%),第三组包括其余的非职业玩家(n=4,412;85,06%)。游戏动机通过在线游戏动机问卷(MOGQ)进行评估,并用游戏障碍测试(GDT)评估GD。结果显示,职业玩家和打算成为职业玩家的游戏动机表达非常相似。相比之下,没有电子竞技野心的非专业游戏玩家在所有游戏动机上的得分明显较低,除了娱乐动机在所有群体中都是可比的。在三个游戏玩家群体中出现了几个一致的游戏动机-GD协会,最有力的发现是,更高的逃避现实动机表达与更高的GDT分数有关。本研究揭示了一个新兴的研究领域,试图在电子竞技的背景下更好地理解竞争性游戏。
    The present study investigates the relationship between Gaming Disorder (GD) and individual differences in gaming motives and how they might differ between three groups of gamers. The first group stated to be professional gamers (n = 129; 2,49%), the second group consisted of non-professional gamers, who intended to become professional gamers (n = 646; 12,45%), and the third group included the remaining non-professional gamers (n = 4,412; 85,06%). Gaming motives were assessed via the Motives for Online Gaming Questionnaire (MOGQ), and GD was assessed with the Gaming Disorder Test (GDT). Results revealed that professional gamers and those intending to become professional were very similar regarding their gaming motive expressions. In contrast, non-professional gamers without esports ambitions scored significantly lower on all gaming motives, except for the recreational motive which was comparable across all groups. Several consistent gaming motive-GD associations appeared across the three gamer groups, with the most robust finding being that higher escapism motive expressions relate to greater GDT scores. The present study sheds light on an emerging field of research attempting to better understand competitive gaming in the context of esports.
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