Department of Psychology, University of Macau, Macao, China.
Int J Psychol. 2013;48(4):583-90. doi: 10.1080/00207594.2012.658057. Epub 2012 Apr 16.
The negative impacts of excessive and problematic video game playing on both children and adults are attracting increasing concern. Based on self-determination theory (SDT; Ryan & Deci, 2000), this study hypothesized that the three basic psychological needs of autonomy, competence, and relatedness are positively associated with purpose in life, which in turn acts as a protective factor against problem video game playing among Chinese young adult players. Through a questionnaire survey with a sample of 165 Chinese adults aged between 18 and 30 years (mean age = 22.7 years), we found that perceived autonomy, competence, relatedness, and purpose in life were all negatively correlated with problem game playing. The demographic and psychological factors explained 38% of the variances of problem game playing. Specifically, gender, perceived relatedness, and purpose in life emerged as the three most salient predictors of problem game playing among the Chinese young adults. The mediating role of purpose in life was evidenced and it was found that purpose in life mediated the influences of the psychological needs proposed by SDT on problem game playing. Moreover, young men were significantly more susceptible to problem game playing than their female counterparts. To conclude, psychological needs and purpose in life influenced Chinese young adults' vulnerability to problem game playing directly or indirectly. Intervention programs that encourage social involvement and voluntary work, as well as counseling service that helps clients to search for life purpose, are suggested for intervening in problem game playing among Chinese young adults.
过度和有问题的电子游戏对儿童和成人的负面影响越来越受到关注。本研究基于自我决定理论(SDT;Ryan & Deci,2000),假设自主性、能力和关联性这三个基本心理需求与生活目标呈正相关,而生活目标又可以作为中国年轻成年游戏玩家预防游戏成瘾的保护因素。通过对 165 名年龄在 18 至 30 岁之间的中国成年人(平均年龄 22.7 岁)进行问卷调查,我们发现感知自主性、能力、关联性和生活目标与问题游戏行为呈负相关。人口统计学和心理学因素解释了 38%的问题游戏行为差异。具体而言,性别、感知关联性和生活目标是中国年轻人问题游戏行为的三个最显著预测因素。生活目标的中介作用得到了证实,发现生活目标中介了 SDT 提出的心理需求对问题游戏行为的影响。此外,年轻男性比女性更容易出现问题游戏行为。总之,心理需求和生活目标直接或间接地影响了中国年轻成年人对问题游戏行为的易感性。建议开展鼓励社交参与和志愿工作的干预计划,以及提供帮助客户寻找生活目标的咨询服务,以干预中国年轻成年人的游戏成瘾问题。