• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

成瘾性网络游戏:探究游戏类型与网络游戏障碍之间的关系。

Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

作者信息

Lemmens Jeroen S, Hendriks Stefan J F

机构信息

Amsterdam School of Communication Research (ASCoR), University of Amsterdam , Amsterdam, The Netherlands .

出版信息

Cyberpsychol Behav Soc Netw. 2016 Apr;19(4):270-6. doi: 10.1089/cyber.2015.0415. Epub 2016 Mar 9.

DOI:10.1089/cyber.2015.0415
PMID:26959285
Abstract

Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

摘要

网络成瘾障碍(IGD)是用于描述对电脑游戏或电子游戏存在问题或病态沉迷的最新术语。本研究考察了这种障碍是否更有可能涉及对在线(即互联网)游戏的病态沉迷,而非离线游戏。我们还通过研究IGD与13至40岁样本(N = 2442)所玩的2720款游戏之间的关系,探讨了九种电子游戏类型的成瘾潜力。虽然玩在线和离线游戏的时间都与IGD有关,但在线游戏显示出更强的相关性。这种趋势在各种类型中也有所体现。有游戏障碍的玩家玩在线角色扮演游戏的时间是非紊乱玩家的四倍多,玩在线射击游戏的时间是非紊乱玩家的三倍多,而在这些类型的离线游戏中未发现显著差异。研究结果将在网络游戏所提供的社交互动和竞争框架内进行讨论。

相似文献

1
Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.成瘾性网络游戏:探究游戏类型与网络游戏障碍之间的关系。
Cyberpsychol Behav Soc Netw. 2016 Apr;19(4):270-6. doi: 10.1089/cyber.2015.0415. Epub 2016 Mar 9.
2
The prevalence of problematic video gamers in the Netherlands.荷兰问题性电子游戏玩家的流行率。
Cyberpsychol Behav Soc Netw. 2012 Mar;15(3):162-8. doi: 10.1089/cyber.2011.0248. Epub 2012 Feb 7.
3
Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns.游戏设备使用模式预测网络游戏障碍:不同游戏设备使用模式的比较。
Int J Environ Res Public Health. 2017 Dec 5;14(12):1512. doi: 10.3390/ijerph14121512.
4
Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents.网络游戏类型体验与韩国青少年网络游戏障碍高危因素的关系。
Epidemiol Health. 2020;42:e2020016. doi: 10.4178/epih.e2020016. Epub 2020 Apr 7.
5
Problematic Video Gaming in a Young Spanish Population: Association with Psychosocial Health.年轻西班牙人群中的问题性电子游戏行为:与心理健康的关联。
Cyberpsychol Behav Soc Netw. 2018 Jun;21(6):388-394. doi: 10.1089/cyber.2017.0599. Epub 2018 May 24.
6
The Role of Habits in Massive Multiplayer Online Role-Playing Game Usage: Predicting Excessive and Problematic Gaming Through Players' Sensitivity to Situational Cues.习惯在大型多人在线角色扮演游戏使用中的作用:通过玩家对情境线索的敏感度预测过度游戏和问题游戏行为
Cyberpsychol Behav Soc Netw. 2016 Apr;19(4):277-82. doi: 10.1089/cyber.2015.0495.
7
Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder.角色扮演游戏和即时战略游戏与网络游戏障碍的较高发生率相关。
Cyberpsychol Behav Soc Netw. 2015 Aug;18(8):480-5. doi: 10.1089/cyber.2015.0092.
8
Internet gaming disorder in male and female young adults: The role of alexithymia, depression, anxiety and gaming type.男性和女性青年人群中的网络(电子)游戏障碍:述情障碍、抑郁、焦虑和游戏类型的作用。
Psychiatry Res. 2019 Feb;272:521-530. doi: 10.1016/j.psychres.2018.12.158. Epub 2018 Dec 29.
9
Internet gaming disorder in Lebanon: Relationships with age, sleep habits, and academic achievement.黎巴嫩的网络成瘾障碍:与年龄、睡眠习惯和学业成绩的关系。
J Behav Addict. 2018 Mar 1;7(1):70-78. doi: 10.1556/2006.7.2018.16. Epub 2018 Feb 28.
10
Prevalence and Correlates of Internet Gaming Problem among Internet Users: Results from an Internet Survey.互联网用户中网络成瘾问题的流行率及其相关因素:一项互联网调查的结果。
Ann Acad Med Singap. 2016 May;45(5):174-83.

引用本文的文献

1
Understanding the interplay between video game design features and dysregulated gaming patterns: A call to anchor future research directions in interactionist frameworks.理解电子游戏设计特征与失调游戏模式之间的相互作用:呼吁将未来研究方向锚定在互动主义框架中。
Addict Behav Rep. 2025 Apr 17;21:100609. doi: 10.1016/j.abrep.2025.100609. eCollection 2025 Jun.
2
High immersion/escapism motivation makes gaming disorder risk less dependent of playtime among highly engaged male gamers.高度沉浸/逃避现实的动机使游戏障碍风险在高度投入的男性游戏玩家中对游戏时间的依赖性降低。
Front Psychiatry. 2024 Sep 25;15:1443091. doi: 10.3389/fpsyt.2024.1443091. eCollection 2024.
3
Towards comprehending internet gaming disorder: evaluating the psychometric properties of the Polish adaptation of the Craving for Internet Gaming Scale.
迈向理解网络成瘾障碍:评估波兰版网络赌博渴望量表的心理测量特性。
Postep Psychiatr Neurol. 2024 Jun;33(2):59-66. doi: 10.5114/ppn.2024.141053. Epub 2024 Jul 10.
4
Cognitive, Metacognitive, Motivational, and Emotional Predictors of the Intensity of Internet Gaming Disorder among Adolescents.青少年网络游戏障碍严重程度的认知、元认知、动机和情绪预测因素。
Psychiatr Q. 2024 Sep;95(3):385-414. doi: 10.1007/s11126-024-10075-w. Epub 2024 Jul 1.
5
The tangled ways to classify games: A systematic review of how games are classified in psychological research.游戏分类的复杂路径:心理学研究中游戏分类方法的系统综述。
PLoS One. 2024 Jun 24;19(6):e0299819. doi: 10.1371/journal.pone.0299819. eCollection 2024.
6
The prevalence and possible risk factors of gaming disorder among adolescents in China.中国青少年游戏障碍的流行情况及可能的危险因素。
BMC Psychiatry. 2024 May 21;24(1):381. doi: 10.1186/s12888-024-05826-9.
7
The relationship of game genres, in-game purchases, and playing duration with probable gaming disorder in two independent, large-scale online surveys of Japanese adults.在两项针对日本成年人的独立、大规模在线调查中,研究了游戏类型、游戏内购买和游戏时长与可能的游戏障碍之间的关系。
J Behav Addict. 2024 Jan 10;13(1):205-214. doi: 10.1556/2006.2023.00076. Print 2024 Mar 26.
8
The Role of Self-Control Dimensions, Game Motivation, Game Genre, and Game Platforms in Gaming Disorder: Cross-Sectional and Longitudinal Findings.自我控制维度、游戏动机、游戏类型和游戏平台在游戏障碍中的作用:横断面研究与纵向研究结果
Psychol Res Behav Manag. 2023 Nov 22;16:4749-4777. doi: 10.2147/PRBM.S435125. eCollection 2023.
9
Press Play to Feel: The Role of Attachment Styles and Alexithymic Features in Problematic Gaming.播放以感受:依恋风格和述情障碍特征在问题性游戏中的作用。
Int J Environ Res Public Health. 2023 Oct 11;20(20):6910. doi: 10.3390/ijerph20206910.
10
Association of internet gaming disorder with impulsivity: role of risk preferences.网络游戏障碍与冲动性的关系:风险偏好的作用。
BMC Psychiatry. 2023 Oct 16;23(1):754. doi: 10.1186/s12888-023-05265-y.