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心理因素对参与大型多人在线角色扮演游戏问题的影响:以男性网吧玩家为例。

Psychological predictors of problematic involvement in massively multiplayer online role-playing games: illustration in a sample of male cybercafé players.

机构信息

Cognitive Psychopathology and Neuropsychology Unit, University of Geneva, Geneva, Switzerland.

出版信息

Psychopathology. 2011;44(3):165-71. doi: 10.1159/000322525. Epub 2011 Mar 7.

Abstract

BACKGROUND

Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of players interact with one another in a persistent virtual world. MMORPGs can become problematic and result in negative outcomes in daily living (e.g. loss of control on gaming behaviors, compromised social and individual quality of life). The aim of the present study is to investigate psychological predictors of problematic involvement in MMORPGs.

SAMPLING AND METHODS

Fifty-four males who played MMORPGs regularly were recruited in cybercafés and screened using the UPPS Impulsive Behavior Scale (which assesses 4 facets of impulsivity) and the Motivation to Play Online Questionnaire (which assesses personal motives to play online). Negative consequences due to excessive time spent on the Internet were assessed with the Internet Addiction Test.

RESULTS

Multiple regression analysis showed that problematic use of MMORPGs is significantly predicted by: (1) high urgency (b = 0.45), and (2) a motivation to play for immersion (b = 0.35).

CONCLUSION

This study showed that, for certain individuals (who are characterized by a proneness to act rashly in emotional contexts and motivated to play to be immersed in a virtual world), involvement in MMORPGs can become problematic and engender tangible negative consequences in daily life.

摘要

背景

大型多人在线角色扮演游戏(MMORPGs)是一种大量玩家在持久的虚拟世界中相互作用的视频游戏。MMORPG 可能会出现问题,并导致日常生活中的负面结果(例如,对游戏行为失去控制,社交和个人生活质量受损)。本研究的目的是调查 MMORPG 中出现问题的心理预测因素。

采样和方法

在网吧招募了 54 名经常玩 MMORPG 的男性,并使用 UPPS 冲动行为量表(评估冲动的 4 个方面)和在线游戏动机问卷(评估在线游戏的个人动机)对他们进行筛选。使用互联网成瘾测试评估因过度上网而导致的负面后果。

结果

多元回归分析表明,MMORPG 出现问题的使用由以下因素显著预测:(1)高冲动性(b=0.45),(2)沉浸于在线游戏的动机(b=0.35)。

结论

这项研究表明,对于某些人(其特点是在情绪环境中轻率行事的倾向,以及为沉浸于虚拟世界而玩游戏的动机),参与 MMORPG 可能会出现问题,并在日常生活中产生切实的负面后果。

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