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玩特定游戏的动机可以预测过度沉迷于大型多人在线角色扮演游戏:来自在线调查的证据。

Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: evidence from an online survey.

机构信息

Geneva University Hospitals, University of Geneva, Switzerland.

出版信息

Eur Addict Res. 2011;17(4):185-9. doi: 10.1159/000326070. Epub 2011 Apr 14.

DOI:10.1159/000326070
PMID:21494046
Abstract

BACKGROUND

Several studies have linked massively multiplayer online role-playing games (MMORPGs) with possible problematic usage or internet addiction.

AIMS

The main goal of the present study was to assess links between motivations to play in MMORPGs and addictive involvement in such types of games.

METHODS

A total of 696 gamers responded to an online survey.

RESULTS AND CONCLUSION

Five distinct motivations to play were identified in gamers: achievement, socializing, immersion, relaxing and escaping. Multiple regression analysis revealed that addictive MMORPG use patterns are predicted by achievement, escapism and socializing motives. Gender was also a significant predictor of problematic involvement in MMORPGs. Moreover, addictive MMORPG use positively correlated with the weekly time devoted to playing MMORPGs.

摘要

背景

多项研究表明,大型多人在线角色扮演游戏(MMORPG)可能与使用问题或网络成瘾有关。

目的

本研究的主要目的是评估 MMORPG 游戏动机与这类游戏成瘾参与之间的联系。

方法

共有 696 名游戏玩家对在线调查做出了回应。

结果与结论

在游戏玩家中确定了五个不同的游戏动机:成就、社交、沉浸、放松和逃避。多元回归分析表明,成就、逃避和社交动机可以预测成瘾性 MMORPG 使用模式。性别也是 MMORPG 问题参与的一个重要预测因素。此外,成瘾性 MMORPG 使用与每周用于玩 MMORPG 的时间呈正相关。

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