Gaming motives

游戏动机
  • 文章类型: Journal Article
    由于对功能和关系的重大影响,青少年参与游戏已成为心理健康专业人员的重要关注点。然而,印度背景下的游戏动机以及相关的家庭关系和人格特质知之甚少。
    这项研究调查了有问题的在线游戏,包括与游戏动机和个性有关的互联网游戏障碍,尤其是影响印度年轻人的家庭关系。
    该研究包括179名参与者(86名男性;93名女性),年龄在18-25岁之间,他们在过去1年内参与了网络游戏。使用在线调查招募受试者。使用的工具很简短,包括游戏使用问卷,互联网游戏障碍量表-简短形式,在线游戏动机问卷UCLA孤独感量表,Sheehan残疾量表,简要家庭关系问卷,和MINI国际个性项目池。
    参与者的平均年龄为21.99±2.202岁。逐步多元回归分析表明,逃避和竞争的动机,家庭关系凝聚力低,责任心低,低水平的智力/想象力导致了有问题的游戏行为。
    该研究建立了游戏动机与有问题的在线游戏相关的内部和外部因素之间的关系。在更大的青年人口中推广这些发现将有助于制定知情的预防措施,以降低患游戏障碍的风险。
    UNASSIGNED: Youth involvement in gaming has become an important concern for mental health professionals due to its significant impact on functionality and relationships. However, the gaming motives and associated family relationships and personality traits in the Indian context are poorly understood.
    UNASSIGNED: The study examined problematic online gaming, including Internet gaming disorder in connection to gaming motives and personality, especially as they impact family relationships among Indian youth.
    UNASSIGNED: The study consisted of 179 participants (86 males; 93 females) with the age range of 18-25 years who were involved in Internet gaming in the last 1 year. The subjects were recruited using an online survey. Tools used were brief and included the Gaming Usage Questionnaire, Internet Gaming Disorder Scale-Short-Form, Motivation for Online Gaming Questionnaire UCLA Loneliness Scale, Sheehan Disability Scale, Brief Family Relationships Questionnaire, and MINI International Personality Item Pool.
    UNASSIGNED: The mean age of the participants was 21.99 ± 2.202 years. A stepwise multivariate regression analysis indicated that escape and competition motives, low cohesion in family relationships, low level of conscientiousness, and low level of intellect/imagination contributed to problematic gaming behaviors.
    UNASSIGNED: The study established a relationship between gaming motives and both internal and external factors associated with problematic online gaming. Generalizing the findings across a larger youth population would help in developing informed preventive measures to reduce the risk of developing a gaming disorder.
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  • 文章类型: Journal Article
    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.
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  • 文章类型: Journal Article
    未经评估:在线游戏动机已被证明对区分在线游戏中有问题的参与是有用的。然而,基于博弈动机对有问题的亚型进行分类的混合建模方法仍然有限。这项研究试图使用潜在特征分析(LPA)根据游戏动机将异质在线游戏玩家区分为更同质的亚型。我们还比较了派生配置文件中的各种心理和游戏/休闲相关变量。
    未经评估:共有674名韩国网络游戏用户(平均年龄=21.81岁,男性=76%)完成自我报告问卷,包括韩国版本的在线游戏动机问卷(K-MOGQ)。在LPA之后,探讨了潜在档案隶属度与辅助变量之间的关系。
    未经授权:确定了四个潜在的配置文件,被进一步归类为一个有问题的(高度激励-不满意的游戏玩家),一个高度投入(高度激励-满意的游戏玩家),和两个休闲(中等动机的休闲玩家和低动机的休闲玩家)玩家简介。配置文件间的比较显示,动机强烈-不满意的游戏玩家的病态特征最多,具有高度互联网游戏障碍(IGD)倾向的特征,神经质,和冲动,但娱乐动机最低。虽然高度上进心的游戏玩家也表现出了更高的IGD倾向,他们表现出心理和游戏/休闲相关变量的积极模式,这表明他们可以更好地被认为是高参与度的游戏玩家,而不是有问题的游戏玩家。
    未经授权:这些结果表明,娱乐动机,除了幻想或逃避动机,是区分适应不良的在线游戏玩家的重要因素。根据游戏动机对在线游戏玩家进行分类可以有助于对异质游戏玩家进行更清晰的概念化,为个性化评估和治疗计划铺平道路。
    UNASSIGNED: Online gaming motives have proven to be useful in differentiating problematic engagement in online gaming. However, the mixture modeling approach for classifying problematic subtypes based on gaming motives remains limited. This study attempted to differentiate heterogeneous online gamers into more homogenous subtypes based on gaming motives using latent profile analysis (LPA). We also compared various psychological and gaming/leisure related variables across the derived profiles.
    UNASSIGNED: A total of 674 Korean online game users (mean age = 21.81 years, male = 76%) completed self-report questionnaires, including the Korean version of the Motives for Online Gaming Questionnaire (K-MOGQ). After the LPA, the relationships between latent profile membership and auxiliary variables were explored.
    UNASSIGNED: Four latent profiles were identified, that were further classified into one problematic (highly motivated-dissatisfied gamer), one highly engaged (highly motivated-satisfied gamer), and two casual (moderately-motivated casual gamer and lowly-motivated casual gamer) gamer profiles. Inter-profile comparisons revealed that highly motivated-dissatisfied gamer had the most pathological profile, characterized by high Internet gaming disorder (IGD) tendency, neuroticism, and impulsivity, but the lowest recreation motive. While highly motivated-satisfied gamer also demonstrated a heightened IGD tendency, they showed positive patterns of psychological and gaming/leisure-related variables, which indicated they could be better considered as high engaged instead of problematic gamers.
    UNASSIGNED: These results indicate that the recreation motive, in addition to fantasy or escape motives, is an important factor in differentiating maladaptive online gamers. Classifying online gamers based on gaming motives can contribute to a clearer conceptualization of heterogeneous gamers, paving the way for individualized assessment and treatment planning.
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  • 文章类型: Journal Article
    背景:游戏动机似乎是游戏花费时间和无序游戏的重要预测因素。视频游戏动机问卷(VMQ)已显示出足够的心理测量特性,可以评估西班牙大学生的游戏动机。然而,这项措施的效用尚未在其他文化中得到探索。这项研究旨在研究VMQ在七个国家和性别群体中的结构和测量不变性,并为VMQ分数提供与标准相关的有效性证据。
    方法:报告说在去年玩电子游戏的大学生(n=5192;59.07%的女性)来自美国,加拿大,南非,西班牙,阿根廷,英格兰,乌拉圭完成了一项在线调查,以衡量花在游戏上的时间,混乱的游戏,VMQ。
    结果:研究结果支持整个样本中VMQ的24项8相关因子模型结构。我们的结果也支持配置,公制,以及跨性别群体和国家的VMQ的标量不变性。来自北美(美国和加拿大)的学生在大多数游戏动机(娱乐和认知发展除外)上的得分高于其他国家的学生。VMQ和非VMQ变量之间的相关性在性别和国家之间相似,除了在英国,VMQ与游戏时间的相关性更强。
    结论:这些结果表明,VMQ是评估来自不同国家的年轻人的游戏动机的有用指标。
    Gaming motives appear to be an important predictor of time spent gaming and disordered gaming. The Videogaming Motives Questionnaire (VMQ) has shown adequate psychometric properties to assess gaming motives among Spanish college students. However, the utility of this measure has not yet been explored in other cultures. This research aimed to examine the structure and measurement invariance of the VMQ across seven countries and gender groups, and to provide criterion-related validity evidence for VMQ scores.
    College students who reported having played videogames in the last year (n = 5192; 59.07 % women) from the US, Canada, South Africa, Spain, Argentina, England, and Uruguay completed an online survey to measure time spent gaming, disordered gaming, and the VMQ.
    Findings support a 24-item 8-intercorrelated factor model structure for the VMQ in the total sample. Our results also support configural, metric, and scalar invariance of the VMQ across gender groups and countries. Students from North America (US and Canada) scored higher on most gaming motives (except recreation and cognitive development) than students from the other countries. The correlations between VMQ and non-VMQ variables were similar across gender and countries, except in England where VMQ correlations with time spent gaming were stronger.
    These results suggest that the VMQ is a useful measure for assessing gaming motives across young adults from different countries.
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  • 文章类型: Journal Article
    游戏在大学生中很受欢迎,但可能是有问题的活动。区分具有潜在问题游戏行为(PGB)的游戏玩家对心理健康人员至关重要。进行了两项研究,旨在探索大学校园中PGB游戏玩家的肖像。第一项研究选择了20名大学生,诊断出有问题的游戏行为,我们从纵向数据集和半结构化访谈中对长期PGB进行了系统描述.第二项研究从20名游戏玩家中选择了四个具有最丰富的网络成瘾和抑郁症编码数据的角色。角色的个人资料和生活经历显示了多年来不断变化的游戏动机和推拉系泊效果的过程。“生活中失去目标”和“拼命摆脱现实世界中的压力或无聊”是重要的推动效应。系泊效应揭示了他们的成瘾或抑郁症状以及成瘾的发展过程。“推”的动力学,\"pull\",结果清楚地表明了“系泊”效应,表明PGB可能是一种长期的应对策略,是抑郁和孤独的结果。处理抑郁症和找到现实生活中的目标可以帮助PGB游戏玩家改变他们的游戏动机和推拉系泊效果的动态。结果可能有助于为有问题的游戏行为的游戏玩家制定干预措施。
    Gaming is a popular but possibly problematic activity among college students. To distinguish gamers with potential problematic gaming behaviors (PGB) is crucial to mental health staff. Two studies were conducted that aimed to explore portraits of gamers with PGB in college campuses. The first study selected 20 college students, diagnosed with problematic gaming behaviors, from a longitudinal dataset and semi-structured interviews were conducted for a systematic description of long-term PGB. The second study selected four personas with the richest coding data of internet addiction and depression from 20 gamers. The profiles and life experiences of the personas showed changing processes of gaming motives and push-pull-mooring effects across the years. \"Loss of purpose in life\" and \"desperate to escape from stress or boredom in the real world\" were the important push effects. Mooring effects revealed their addiction or depression symptoms and the process of developing the addiction. The dynamics of \"push\", \"pull\", and \"mooring\" effects were clearly indicated in the results suggesting PGB might be a long-term coping strategy and a consequence of depression and loneliness. Dealing with depression and finding real-life goals could help PGB gamers to change the dynamics of their gaming motives and push-pull-mooring effects. The results may help develop interventions for gamers with problematic gaming behaviors.
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  • 文章类型: Journal Article
    随着游戏产业的急剧扩张,心理学研究关注的问题是,为什么某些流派可能比其他人更容易上瘾。除了特定的游戏特征和玩家的动机简介,与玩某些游戏和类型相关的技能可能会为回答这个问题提供更多的见解。设计了一个探索性的在线调查,要求播放的类型,玩游戏所需技能的主观相关性,游戏动机,和症状严重程度。分析旨在调查哪些流派与球员的较高和较低症状有关,以及某些流派所需技能的相关性与球员的症状严重程度之间的关系。总的来说,收集了727个数据集。描述性结果表明,与低和高症状严重程度相关的流派之间最明显的差异出现在与他人交流的相关性中,游戏的社会动机,以及所需执行功能技能的相关性,如注意警惕。尽管发生了负面后果,但沟通技巧仍被视为维持有问题的游戏行为的脆弱性因素。而某些执行功能可能是流动状态经验的宪法因素。流量与成瘾游戏倾向之间的关联是未来研究中尚未研究的主题。
    With the drastic expansion of the games industry, psychological research is concerned with the question as to why certain genres might be more addictive than others. Besides specific games characteristics and motivational profiles of gamers, skills that are relevant to play certain games and genres might provide more insights for answering this question. An exploratory online survey was designed, asking for played genres, subjective relevance of required skills to play the game, gaming motives, and symptom severity. The analyses aimed at investigating which genres are associated with higher and lower symptoms of their players and the relationship between the relevance of skills required for certain genres and the symptom severity of players. In total, 727 data sets were collected. Descriptive results indicated that the most pronounced difference between genres associated with low and high symptom severity appeared among the indicated relevance of communicating with others, the social motive for gaming, and among the relevance of required executive function skills such as attentional vigilance. The communication skill is discussed as a vulnerability factor for maintaining problematic gaming behaviors despite the occurrence of negative consequences, whereas certain executive functions could be constitutional factors of the experience of a flow state. The association between flow and addictive gaming tendencies is a topic yet to be investigated in future research.
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  • 文章类型: Journal Article
    本研究分析了游戏障碍(GD)与游戏障碍、游戏的动机,和日常生活中的心理问题(即,抑郁症,孤独,和自我控制缺陷)在波兰游戏玩家中。更具体地说,本研究的目的是通过男性和女性游戏玩家之间的游戏动机,分析GD与日常生活中心理问题之间的间接影响。此外,本研究考察了博弈动机的性别差异以及所分析变量之间的关系。样本包括652名游戏玩家(233名女性;M=28.77岁;SD=7.18;年龄范围:18-48岁)。使用九项互联网游戏障碍量表简短版本(IGDS9-SF)评估GD。使用在线游戏动机问卷(MOGQ)评估游戏动机。九项患者健康问卷(PHQ-9)用于评估抑郁症状,并采用简要自我控制量表(BSCS)评估自我控制。使用DeJongGierveld孤独量表评估孤独。为了检验研究变量之间的关系,在男性和女性游戏玩家中进行路径分析和间接效应分析.本研究表明,抑郁症状和自我控制通过逃避和游戏的幻想动机对GD产生了显着的间接影响。此外,通过游戏的社会动机,抑郁症状和GD之间存在间接影响.然而,这些间接影响仅在男性游戏玩家中发现。本研究还显示了所有分析的游戏动机中的性别差异,除了逃避(男性得分更高)以及抑郁症状与逃避之间的关系。这些发现有助于更好地理解GD发展机制,这与日常生活中的心理问题有关。
    The present study analyzed the relationship between gaming disorder (GD), motives for gaming, and psychological problems in daily life (i.e., depression, loneliness, and self-control deficits) among Polish gamers. More specifically, the purpose of the present study was to analyze the indirect effects between GD and psychological problems in daily life via motives for gaming among male and female gamers. Additionally, the present study examined gender differences in motives for gaming and the relationship between the analyzed variables. The sample comprised 652 gamers (233 females; M = 28.77 years; SD = 7.18; age range: 18-48 years). The nine-item Internet Gaming Disorder Scale-Short Version (IGDS9-SF) was used to assess GD. The motives for gaming were assessed using the Motives for Online Gaming Questionnaire (MOGQ). The nine-item Patient Health Questionnaire (PHQ-9) was used to assess depressive symptoms, and the Brief Self-Control Scale (BSCS) was used to assess self-control. Loneliness was assessed using the De Jong Gierveld Loneliness Scale. In order to examine the relationship between the study variables, path analysis and indirect effects analysis were performed among both male and female gamers. The present study showed that depressive symptoms and self-control exerted a significant indirect effect on GD via escape and fantasy motives for gaming. Additionally, there was an indirect effect between depressive symptoms and GD via social motives for gaming. However, these indirect effects were found among male gamers only. The present study also showed gender differences in all analyzed gaming motives except escape (males scoring higher on all of them) and in the relationship between depressive symptoms and escape. These findings contribute to a better understanding of GD development mechanisms, which are associated with psychological problems in daily life.
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  • 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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  • 文章类型: Journal Article
    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。
    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.
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  • 文章类型: Journal Article
    在COVID-19大流行期间,一些国家实施了社会距离措施来遏制病毒传播。然而,这些重要的安全措施有可能损害心理健康或福祉,例如,从增加的感知孤独感。玩社交视频游戏可以提供一种在坚持社交距离措施的同时继续社交的方式。为了进一步研究这个问题,本在线调查调查了大流行期间的社交游戏及其与德语样本中的孤独感的关联。结果表明,一般游戏频率与感觉到的孤独感之间存在很小的正相关。详细分析显示,感觉到的孤独感与电子游戏的社交形式增加之间存在负相关。具体来说,对游戏有更高社会动机的游戏玩家感觉到更少的孤独,但是具有主要逃避动机的游戏玩家表现出与感觉到的孤独的积极联系。与其他人口统计数据相比,在社交距离时期使用社交游戏似乎对感觉到的孤独感起了很小但很重要的因素。讨论了有关方法论局限性的发现,效果大小,和样本特征。结果丰富了有关视频游戏及其与社会福祉的联系的当前知识,并提供了比简单的屏幕时间调查更细微的画面。
    During the COVID-19 pandemic, several countries implemented social distancing measures to contain virus transmission. However, these vital safety measures have the potential to impair mental health or wellbeing, for instance, from increased perceived loneliness. Playing social video games may offer a way to continue to socialize while adhering to social distancing measures. To examine this issue further, the present online survey investigated social gaming during the pandemic and its association to perceived loneliness within a German-speaking sample. Results indicated a small positive correlation between general gaming frequency and perceived loneliness. Detailed analysis revealed a negative association between perceived loneliness and increased social forms of video gaming. Specifically, gamers with a higher social motive for gaming perceived less loneliness, but gamers with a dominant escape motive demonstrated a positive link to perceived loneliness. The use of social gaming in times of social distancing seems to play a small but significant factor in perceived loneliness compared to other demographical data. The findings are discussed with respect to methodological limitations, effect sizes, and sample characteristics. The results enrich the current knowledge on video gaming and its link to social wellbeing and provide a more nuanced picture than simplistic investigations of screen time.
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