Elliott Luther, Ream Geoffrey, McGinsky Elizabeth, Dunlap Eloise
Institute for Special Populations Research, National Development and Research Institutes, 4 Floor, 71 West 23 Street, New York, NY 10010.
Int J Ment Health Addict. 2012 Dec 1;10(6):948-969. doi: 10.1007/s11469-012-9391-4. Epub 2012 Aug 7.
To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. DESIGN: Nationally representative survey. SETTING: Online. PARTICIPANTS: Large sample (n=3,380) of adult video gamers in the US. MEASUREMENTS: Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. FINDINGS: Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. CONCLUSIONS: Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play.
评估电子游戏玩法模式,包括游戏类型、参与度和游戏时长,对问题使用症状学的影响。
具有全国代表性的调查。
在线。
美国成年电子游戏玩家的大样本(n = 3380)。
问题电子游戏使用(PVGP)量表、电子游戏类型分类、使用模式(过去一个月的游戏天数和使用天数的时长)、享受程度、消费者参与度和背景变量。
研究证实了游戏类型对问题使用的影响,以及游戏玩法模式中的人口统计学差异是问题电子游戏使用易感性的基础。
识别出一小部分与问题使用呈正相关的游戏类型,为研究“成瘾性”电子游戏的特定设计元素和奖励机制指明了新方向。某些群体中问题使用的独特易感性表明,需要持续调查与电子游戏玩法背景维度相关的健康差异。