Orosz Gábor, Zsila Ágnes, Vallerand Robert J, Böthe Beáta
Institute of Psychology, Eötvös Loránd University (ELTE), Budapest, Hungary.
Institute of Cognitive Neuroscience and Psychology, Research Centre for Natural Sciences, Hungarian Academy of Sciences, Budapest, Hungary.
Front Psychol. 2018 Mar 15;9:316. doi: 10.3389/fpsyg.2018.00316. eCollection 2018.
In 2016, Pokémon Go became the most popular smartphone game. Despite the increasing popularity of this augmented reality game, to date, no studies have investigated passion for playing Pokémon Go. On the theoretical basis of the Dualistic Model of Passion (DMP), our goal was to investigate the associations between Pokémon Go playing motives, passion, and impulsivity. A total of 621 Pokémon Go players participated in the study (54.9% female; = 22.6 years, = 4.4). It was found that impulsivity was more strongly associated with obsessive passion (OP) than with harmonious passion (HP). HP was associated with adaptive motives (i.e., outdoor activity, social, recreation, and nostalgia), while OP was associated with less adaptive motives (i.e., fantasy, escape, boredom, competition, and coping). Therefore, in line with the DMP, HP and OP for playing Pokémon Go can predict an almost perfectly distinguished set of adaptive or maladaptive playing motives, and OP has a noteworthy relationship with impulsivity as a determinant.
2016年,《精灵宝可梦Go》成为最受欢迎的智能手机游戏。尽管这款增强现实游戏越来越受欢迎,但迄今为止,尚无研究调查玩《精灵宝可梦Go》的热情。基于二元激情模型(DMP)的理论基础,我们的目标是研究玩《精灵宝可梦Go》的动机、热情和冲动性之间的关联。共有621名《精灵宝可梦Go》玩家参与了该研究(女性占54.9%;平均年龄 = 22.6岁,标准差 = 4.4)。研究发现,冲动性与强迫性热情(OP)的关联比与协调性热情(HP)的关联更强。协调性热情与适应性动机(即户外活动、社交、娱乐和怀旧)相关,而强迫性热情与适应性较差的动机(即幻想、逃避、无聊、竞争和应对)相关。因此,根据二元激情模型,玩《精灵宝可梦Go》的协调性热情和强迫性热情可以预测一组几乎完全不同的适应性或适应不良的游戏动机,并且强迫性热情与作为决定因素的冲动性有着显著关系。