衡量女性游戏玩家:从心理和性别视角看玩家概况、预测因素、流行程度及特征
Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives.
作者信息
Lopez-Fernandez Olatz, Williams A Jess, Kuss Daria J
机构信息
Department of Psychology, International Gaming Research Unit, Nottingham Trent University, Nottingham, United Kingdom.
Turning Point, Eastern Health and Clinical School, Monash University, Melbourne, VIC, Australia.
出版信息
Front Psychol. 2019 Apr 26;10:898. doi: 10.3389/fpsyg.2019.00898. eCollection 2019.
Research investigating female gaming is relatively scarce, and past research has demonstrated that men are more likely to be problematic gamers. Few studies have focused on female gamers in community samples, and those that have been published have mainly collected qualitative data in Europe. There is case study evidence suggesting clinicians are increasingly treating problem female gamers. The aim of this study is threefold: (i) to establish an international female gamer profile, (ii) to determine predictors associated with perceived internet gaming disorder (IGD), and (iii) to identify those who are potentially at risk of developing gaming addiction and its characteristics by applying a quantitative approach. A cross-sectional online survey was applied through international gaming forums recruiting 625 female gamers, assessing sociodemographics, gaming devices used and play genres, and a set of questionnaires on gaming [e.g., problem online gaming (e.g., the nine-item short-form scale to assess IGD: IGDS9-SF), female stereotypes (e.g., sex role stereotyping scale), and psychological symptoms (e.g., Symptom CheckList-27-plus)]. Female gamers from all continents reported the use of all videogames, especially popular online games using computers and consoles. The proportion of gamers with potential IGD was one per cent. Regression analyses identified several risk factors for increased scores on the IGDS9-SF, namely having achievement and social motivations, embodied presence and identification with the avatar, hostility and social phobia together with negative body image, playing Multiplayer Online Battle Arena games, Massively Multiplayer Online Role-Playing Games, and First-Person-Shooter games. Findings contribute to filling the gap in knowledge on female gaming, to aid in the applicability of problematic gaming measurements in female gamers, especially those who are at risk of problematic gaming. The purpose of this study is to enhance the validity of the current measures to diagnose problem gaming appropriately in both genders.
针对女性游戏玩家的研究相对较少,过去的研究表明男性更有可能成为问题游戏玩家。很少有研究关注社区样本中的女性游戏玩家,已发表的那些研究主要在欧洲收集了定性数据。有案例研究证据表明临床医生越来越多地治疗有问题的女性游戏玩家。本研究的目的有三个:(i)建立国际女性游戏玩家概况,(ii)确定与感知到的网络游戏障碍(IGD)相关的预测因素,以及(iii)通过应用定量方法识别那些有发展成游戏成瘾风险的人及其特征。通过国际游戏论坛进行了一项横断面在线调查,招募了625名女性游戏玩家,评估了社会人口统计学、使用的游戏设备和游戏类型,以及一套关于游戏的问卷[例如,问题在线游戏(例如,用于评估IGD的九项简短量表:IGDS9 - SF)、女性刻板印象(例如,性别角色刻板印象量表)和心理症状(例如,症状清单 - 27加项)]。来自各大洲的女性游戏玩家报告使用了所有类型的电子游戏,尤其是使用电脑和游戏机的热门在线游戏。有潜在IGD的游戏玩家比例为1%。回归分析确定了IGDS9 - SF得分增加的几个风险因素,即具有成就和社交动机、身临其境的感觉和对虚拟角色的认同、敌意和社交恐惧症以及负面身体形象,玩多人在线战斗竞技场游戏、大型多人在线角色扮演游戏和第一人称射击游戏。研究结果有助于填补女性游戏知识方面的空白,有助于在女性游戏玩家中应用有问题游戏的测量方法,特别是那些有问题游戏风险的玩家。本研究的目的是提高当前措施在适当诊断男女问题游戏方面的有效性。
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