Department of Information Communication,Asia University, Taichung,Taiwan.
Business Administration,Asia University, Taichung,Taiwan.
J Behav Addict. 2019 Sep 1;8(3):564-573. doi: 10.1556/2006.8.2019.34. Epub 2019 Jul 22.
Video game live-streaming platforms are widely used by gamers. However, the excessive use of such services has rarely been examined. Although psychosocial well-being and motivations for use have been demonstrated to play major roles in online addiction, understanding the moderating mechanism of these two factors is warranted. Video game live-streaming platforms are an ideal context for studying the moderating role of both informational and escapism motivations, because viewers on such platforms can learn gaming strategies or escape from the reality.
This study collected survey data from 508 users of the highly popular game-streaming service Twitch. The sample was divided into two groups based on the respondents' use motivations. Regression models with interaction terms were fitted, followed by a simple slope test, to verify the hypotheses.
For the escapism-oriented group, a moderating effect of escapism on the relationship between loneliness and negative outcomes was found; the relationship was positive for low and moderate levels of escapism, but it was non-significant for individuals with high levels of escapism. For the information-oriented group, information seeking was observed to exert a moderating effect on the relationship between stress and negative outcomes; the relationship was negative for low and moderate levels of information seeking, but it was non-significant for individuals demonstrating high levels of information seeking.
The findings promote understanding regarding how individuals using similar Internet-related coping strategies to deal with problems differ in their propensity for experiencing negative consequences when motivation levels and online environments are considered.
视频游戏直播平台被广大游戏玩家广泛使用。然而,这种服务的过度使用很少被研究过。尽管心理社会幸福感和使用动机已被证明在网络成瘾中起着重要作用,但理解这两个因素的调节机制是必要的。视频游戏直播平台是研究信息动机和逃避动机的调节作用的理想环境,因为此类平台上的观众可以学习游戏策略或逃避现实。
本研究从高度流行的游戏直播服务 Twitch 上的 508 名用户中收集了调查数据。根据受访者的使用动机,将样本分为两组。然后拟合带有交互项的回归模型,并进行简单斜率检验,以验证假设。
对于逃避现实导向的群体,逃避现实对孤独感和负面结果之间关系的调节作用得到了验证;在逃避现实程度较低和中等水平时,这种关系是正相关的,但在逃避现实程度较高的个体中则不显著。对于信息导向的群体,信息寻求被观察到对压力和负面结果之间关系的调节作用;在信息寻求程度较低和中等水平时,这种关系是负相关的,但在信息寻求程度较高的个体中则不显著。
这些发现促进了对个体使用类似互联网应对策略来处理问题的理解,当考虑动机水平和在线环境时,不同个体在经历负面后果的倾向方面存在差异。