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对电子游戏的热情和需求受挫如何解释玩电子游戏的时间?

How do passion for video games and needs frustration explain time spent gaming?

机构信息

Rutgers University, New Brunswick, New Jersey, USA.

Carleton University, Ottawa, Ontario, Canada.

出版信息

Br J Soc Psychol. 2018 Apr;57(2):461-481. doi: 10.1111/bjso.12239. Epub 2018 Jan 20.

Abstract

Research applying self-determination theory and the dualistic model of passion (DMP) has shown video games may satisfy basic psychological needs (i.e., competence, autonomy, and relatedness) and be identified as a passion. The DMP distinguishes between healthy or harmonious passion and problematic or obsessive passion (OP), with the latter reflecting an overreliance towards one's passion to obtain needs satisfaction. The experience of daily obstructions to needs satisfaction, or needs frustration (NF), may facilitate such an overreliance. This study explored how NF and both types of passion explain the amount of time that university students spend gaming. The overall association between NF and time spent gaming was not significant. However, for video game users with low levels of OP for gaming, there was a significant negative association between NF and time spent gaming. Additionally, evidence of a mutually reinforcing association between NF and OP for gaming indicates that a vicious cycle exists, whereby a strong OP for gaming predicts and is reinforced by greater NF. The theoretical implications are discussed.

摘要

应用自我决定理论和双因素动机模型(DMP)的研究表明,视频游戏可以满足基本的心理需求(即能力、自主性和关联性),并被认定为一种激情。DMP 将健康或和谐的激情与问题或强迫性激情(OP)区分开来,后者反映了对激情的过度依赖,以获得需求的满足。日常需求满足的障碍或需求受挫(NF)的体验可能会促进这种过度依赖。本研究探讨了 NF 和两种类型的激情如何解释大学生玩游戏的时间。NF 和花在游戏上的时间之间的总体关联并不显著。然而,对于游戏 OP 水平较低的视频游戏用户来说,NF 和花在游戏上的时间之间存在显著的负相关。此外,NF 和游戏 OP 之间存在相互增强关联的证据表明,存在一个恶性循环,即强烈的游戏 OP 预测并由更大的 NF 加强。讨论了理论意义。

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