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“我有依恋,我是个好人!”:角色依恋如何影响玩家玩大型多人在线角色扮演游戏的亲社会和反社会动机。

"I'm attached, and I'm a good guy/gal!": how character attachment influences pro- and anti-social motivations to play massively multiplayer online role-playing games.

机构信息

Department of Communication, West Virginia University, Armstrong Hall, Morgantown, West Virginia 26506, USA.

出版信息

Cyberpsychol Behav Soc Netw. 2012 Mar;15(3):169-74. doi: 10.1089/cyber.2011.0311. Epub 2012 Feb 17.

DOI:10.1089/cyber.2011.0311
PMID:22339552
Abstract

One's feelings of intimacy and connectedness with distal, fictional media characters are referred to as parasocial interactions. Video games have challenged this concept, as the distance between game players and characters is greatly reduced, if not completely removed, in virtual environments. Games encourage the internalization and psychological merging of a player's and a character's mind, a multidimensional concept known as character attachment (CA). Data from our study suggest that dimensions of CA are useful in understanding both pro- and anti-social gaming motivations. Pro-social gamers feel a greater sense of control over their characters, while anti-social gamers are more likely to suspend their disbelief of the game environment and not take responsibility for their virtual actions. Pro-social gaming was more prevalent in older gamers, and younger male game characters were motivated by anti-social reasons.

摘要

人们与远程虚构媒体角色的亲密感和连接感被称为准社会互动。视频游戏挑战了这一概念,因为在虚拟环境中,游戏玩家和角色之间的距离大大缩小,如果不是完全消除的话。游戏鼓励玩家和角色的思想内化和心理融合,这是一个多维概念,称为角色依恋(CA)。我们的研究数据表明,CA 的维度有助于理解亲社会和反社会的游戏动机。亲社会的游戏玩家对他们的角色有更大的控制感,而反社会的游戏玩家更有可能暂停对游戏环境的怀疑,不承担他们虚拟行为的责任。亲社会的游戏在年长的游戏玩家中更为普遍,而年轻的男性游戏角色则受到反社会因素的驱动。

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