Universitat Jaume I.
Adicciones. 2021 Jul 1;33(3):263-272. doi: 10.20882/adicciones.1370.
Playing video games is one of the world's most popular leisure activities, especially for teenagers. The main aim of the present study was to examine additive and moderation effects of gender and personality to explain individual differences in problematic gaming and video game genre preferences in adolescence. 776 Spanish high school students (mean age = 14.29 years, SD = 1.59, 50.64% girls) completed the questionnaires of the Five-Factor Model of personality, frequency of video gaming, disordered use, and the video games they mostly played.Gender differences were observed for gaming behaviors: boys played more and presented much more disordered gaming than girls. Boys preferred competitive genres; for example, action-shooters, sport, fight and strategy games. Girls preferred nonviolent and ocasional game genres; for example, social simulation, and brain and skill games. Gender moderated the association between personality and disordered gaming: disordered gaming was associated with low agreeableness and low conscientiousness in boys, and with low extraversion and low conscientiousness in girls. Low consciousnness moderated the association between gaming frequency and problematic use of video games: playing more video games led to disordered gaming, mainly in irresponsible and impulsive individuals. Though small, significant associations were found among all of the personality domains and video game genre preferences. These findings highlight the relevance of gender and personality for gaming behaviors in adolescence, and suggest paying more attention to gender-dependent differences and person-environment transactional processes when studying gaming-related behaviors.
玩电子游戏是世界上最受欢迎的休闲活动之一,尤其是青少年。本研究的主要目的是考察性别和人格的附加和调节作用,以解释青少年中问题性游戏和电子游戏类型偏好的个体差异。776 名西班牙高中生(平均年龄=14.29 岁,标准差=1.59,50.64%为女生)完成了人格五因素模型的问卷、电子游戏频率、障碍使用以及他们最常玩的电子游戏。在游戏行为方面观察到了性别差异:男孩玩的次数更多,表现出更多的障碍性游戏。男孩更喜欢竞争性的游戏类型;例如,动作射击、运动、格斗和策略游戏。女孩更喜欢非暴力和偶尔的游戏类型;例如,社交模拟和脑力技能游戏。性别调节了人格与障碍性游戏之间的关联:在男孩中,障碍性游戏与低宜人性和低尽责性有关,在女孩中,障碍性游戏与低外向性和低尽责性有关。低意识调节了游戏频率与视频游戏问题使用之间的关联:玩更多的视频游戏会导致障碍性游戏,主要是在不负责任和冲动的个体中。尽管很小,但在所有人格领域和视频游戏类型偏好之间都发现了显著的关联。这些发现强调了性别和人格对青少年游戏行为的重要性,并建议在研究与游戏相关的行为时,更加关注性别相关的差异和人与环境的相互作用过程。