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心流体验在网络游戏成瘾中的作用。

The role of flow experience in cyber-game addiction.

作者信息

Chou Ting-Jui, Ting Chih-Chen

机构信息

School of Marketing, University of South Australia, Adelaide, Australia.

出版信息

Cyberpsychol Behav. 2003 Dec;6(6):663-75. doi: 10.1089/109493103322725469.

Abstract

Consumer habit, an important key to repetitive consumption, is an interesting yet puzzling phenomenon. Sometimes this consumption becomes obsessive--consumers will continue to act a certain way even when they feel it is not in their best interests. However, not all consumers develop such addictions. This study uses cyber-game addiction syndrome as an analogue to trace the possible causes of consumer addiction. Results from structure equation modeling show that repetition of favorite activities has a moderate effect upon addiction, which is in line with the assertion of rational addiction theory. However, flow experience--the emotional state embracing perceptional distortion and enjoyment--shows a much stronger impact on addiction. This suggests that consumers who have experienced flow are more likely to be addicted.

摘要

消费者习惯是重复消费的一个重要关键因素,是一个有趣却令人困惑的现象。有时这种消费会变得痴迷——消费者会继续以某种方式行事,即使他们觉得这不符合自己的最大利益。然而,并非所有消费者都会形成这种成瘾行为。本研究以网络游戏成瘾综合征作为类比,来探寻消费者成瘾的可能原因。结构方程模型的结果表明,重复进行喜欢的活动对成瘾有中等程度的影响,这与理性成瘾理论的观点一致。然而,心流体验——一种包含感知扭曲和愉悦感的情绪状态——对成瘾的影响要强烈得多。这表明,体验过心流的消费者更有可能成瘾。

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