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数字游戏中的热情与内在动机。

Passion and intrinsic motivation in digital gaming.

作者信息

Wang Chee Keng John, Khoo Angeline, Liu Woon Chia, Divaharan Shanti

机构信息

National Institute of Education, Nanyang Technological University, Singapore.

出版信息

Cyberpsychol Behav. 2008 Feb;11(1):39-45. doi: 10.1089/cpb.2007.0004.

Abstract

Digital gaming is fast becoming a favorite activity all over the world. Yet very few studies have examined the underlying motivational processes involved in digital gaming. One motivational force that receives little attention in psychology is passion, which could help us understand the motivation of gamers. The purpose of the present study was to identify subgroups of young people with distinctive passion profiles on self-determined regulations, flow dispositions, affect, and engagement time in gaming. One hundred fifty-five students from two secondary schools in Singapore participated in the survey. There were 134 males and 8 females (13 unspecified). The participants completed a questionnaire to measure harmonious passion (HP), obsessive passion (OP), perceived locus of causality, disposition flow, positive and negative affects, and engagement time in gaming. Cluster analysis found three clusters with distinct passion profiles. The first cluster had an average HP/OP profile, the second cluster had a low HP/OP profile, and the third cluster had a high HP/OP profile. The three clusters displayed different levels of cognitive, affective, and behavioral outcomes. Cluster analysis, as this study shows, is useful in identifying groups of gamers with different passion profiles. It has helped us gain a deeper understanding of motivation in digital gaming.

摘要

数字游戏正在迅速成为全球最受欢迎的活动之一。然而,很少有研究探讨数字游戏背后的动机过程。在心理学中很少受到关注的一种动机力量是激情,它可以帮助我们理解游戏玩家的动机。本研究的目的是识别在自主调节、心流倾向、情感和游戏参与时间方面具有独特激情特征的年轻人亚群体。新加坡两所中学的155名学生参与了这项调查。其中有134名男性和8名女性(13名未说明性别)。参与者完成了一份问卷,以测量和谐激情(HP)、强迫性激情(OP)、感知因果源、心流倾向、积极和消极情感以及游戏参与时间。聚类分析发现了三个具有不同激情特征的聚类。第一类具有平均的HP/OP特征,第二类具有低HP/OP特征,第三类具有高HP/OP特征。这三个聚类表现出不同水平的认知、情感和行为结果。正如本研究所示,聚类分析有助于识别具有不同激情特征的游戏玩家群体。它帮助我们对数字游戏中的动机有了更深入的理解。

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