背景:先前的研究表明,人格特质和游戏动机是解释规则和无序游戏的重要预测因素。然而,游戏动机在人格特质和视频游戏结果之间的关系中的中介作用(例如,花在游戏或无序游戏上的时间)几乎没有研究过,并且有限的跨国研究已经解决了这个问题。本研究旨在通过七个国家/地区的游戏动机,检查大五人格特质对每周游戏和无序游戏的直接和间接影响。
方法:来自美国的3540名大学生玩家(59.5%的女性),加拿大,西班牙,阿根廷,乌拉圭,南非和英国完成了在线调查。采用结构方程模型对模型进行检验。采用多组模型来测试各国的模型不变性。
结果:重要,虽然虚弱,发现人格特质和游戏结果之间的关系,并且主要是通过应对动机来预测无序游戏,并通过社交互动和娱乐(在较小程度上)动机来预测每周的游戏。一些未成年人,然而意义重大,各国之间的差异出现并进行了详细讨论。
结论:目前的研究结果表明,人格特质之间的差异相互关系,游戏动机,和视频游戏的结果可能会在各国的大学生中推广。
Previous research has shown that personality traits and gaming motives are important predictors for explaining regular and disordered gaming. However, the mediating role of gaming motives in the relation between personality traits and video game outcomes (e.g., time spent gaming or disordered gaming) has been scarcely studied and limited cross-national studies have addressed this issue. The present study aimed to examine the direct and indirect effects of the Big Five personality traits on weekly gaming and disordered gaming via gaming motives across seven countries.
3540 college student gamers (59.5% women) from the U.S., Canada, Spain, Argentina, Uruguay, South Africa and England completed the online survey. Structural equation modeling was conducted to test models. Multigroup models were employed to test model invariance across countries.
Significant, albeit weak, relations were found between personality traits and gaming outcomes, and were mediated mostly by coping motives in predicting disordered gaming, and by social interaction and recreation (to a lesser extent) motives in predicting weekly gaming. Some minor, yet significant, differences across countries appeared and are discussed in detail.
The present findings indicate that the differential interrelations between personality traits, gaming motives, and video gaming outcomes may be generalized in college students across countries.