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多人在线战斗竞技游戏玩家的冲动性:关于实验和自我报告测量的初步结果

Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures.

作者信息

Nuyens Filip, Deleuze Jory, Maurage Pierre, Griffiths Mark D, Kuss Daria J, Billieux Joël

机构信息

Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain , Louvain-La-Neuve, Belgium.

International Gaming Research Unit, Psychology Division, Nottingham Trent University , Burton Street, Nottingham, NG1 4BY, United Kingdom.

出版信息

J Behav Addict. 2016 Jun;5(2):351-6. doi: 10.1556/2006.5.2016.028. Epub 2016 May 9.

Abstract

Background and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends (LoL, currently the most popular MOBA game) gamers. Methods Thirty-six LoL gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsiveness Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire). Results Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated that impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement. Conclusions Despite these results are preliminary and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games.

摘要

背景与目的 多人在线战斗竞技游戏(MOBA)已成为全球最受欢迎的电子游戏类型,取代了大型多人在线角色扮演游戏和第一人称射击游戏。然而,针对MOBA游戏的使用与滥用的实证研究仍然非常有限,尤其是关于冲动性方面,冲动性是成瘾状态的一个指标,但在MOBA游戏中尚未得到探讨。在此背景下,本研究的目的是在一群高度沉迷《英雄联盟》(LoL,目前最受欢迎的MOBA游戏)的玩家样本中,探索冲动性与MOBA游戏成瘾性使用症状之间的关联。方法 招募了36名《英雄联盟》玩家,他们除了完成一份问题电子游戏使用情况评估(问题在线游戏问卷)外,还完成了实验性(单键冲动范式)和自我报告的冲动性评估(s-UPPS-P冲动行为量表、巴拉特冲动性量表)。结果 结果显示了与冲动性相关的构念与过度参与MOBA游戏迹象之间的联系。研究结果表明,在实验性实验室任务中延迟奖励的能力受损与MOBA游戏参与的问题模式密切相关。虽然一致性较低,但在自我报告的冲动性特质与过度参与MOBA游戏的迹象之间也发现了一些关联。结论 尽管这些结果是初步的且基于一个小的(自我选择的)样本,但本研究突出了与MOBA游戏成瘾性使用相关的潜在心理因素。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/862c/5387787/28c6826b3e70/jba-05-02-028_f001.jpg

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