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与阿凡达及自我相关的过程与问题游戏:一项系统综述。

Avatar- and self-related processes and problematic gaming: A systematic review.

作者信息

Green Raquel, Delfabbro Paul H, King Daniel L

机构信息

School of Psychology, The University of Adelaide, Australia.

School of Psychology, The University of Adelaide, Australia; College of Education, Psychology and Social Work, Flinders University, Australia.

出版信息

Addict Behav. 2020 Sep;108:106461. doi: 10.1016/j.addbeh.2020.106461. Epub 2020 May 8.

DOI:10.1016/j.addbeh.2020.106461
PMID:32480244
Abstract

The concept of self has become increasingly relevant to understanding the psychological mechanisms of problematic online gaming. Many gaming activities feature in-game avatars that enable the adoption of, and experimentation with, different roles and identities. Avatars enable players to compensate for perceived deficiencies in their real-world self (e.g., lack of physical strength, beauty, or social status). Currently, how avatar- and self-related processes may develop and maintain problematic gaming, including gaming disorder (GD), is unclear. This systematic review examined 18 quantitative studies of avatar- and self-related concepts and problematic gaming, including 13 survey-based and 5 neuroimaging studies. Despite variability in the conceptualization and measurement of avatar/self-related concepts, survey-based studies have consistently reported that negative self-concept, avatar identification, and large self-avatar discrepancies are significantly associated with problematic gaming. Poor self-concept appears to be a risk factor for GD, particularly for games that facilitate role-playing and identity formation. Further research and clinical evidence are needed to explain how avatar- and self-related processes may relate to the addictive mechanisms of GD (e.g., cognitive distortions, reward-seeking, inhibitory control, self-regulation systems), amid calls for problem gaming-related assessment and interventions to incorporate a focus on avatar identification.

摘要

自我概念对于理解问题网络游戏的心理机制变得越来越重要。许多游戏活动都有游戏内的虚拟角色,这些虚拟角色能让玩家采用并尝试不同的角色和身份。虚拟角色使玩家能够弥补他们在现实自我中察觉到的不足(例如,缺乏体力、美貌或社会地位)。目前,与虚拟角色和自我相关的过程如何发展并维持问题游戏行为,包括游戏障碍(GD),尚不清楚。本系统综述审查了18项关于虚拟角色和自我相关概念与问题游戏行为的定量研究,其中包括13项基于调查的研究和5项神经影像学研究。尽管虚拟角色/自我相关概念的概念化和测量存在差异,但基于调查的研究一致报告称,消极的自我概念、虚拟角色认同以及较大的自我与虚拟角色差异与问题游戏行为显著相关。自我概念差似乎是游戏障碍的一个风险因素,尤其是对于那些有助于角色扮演和身份形成的游戏。在呼吁与问题游戏相关的评估和干预措施纳入对虚拟角色认同的关注之际,还需要进一步的研究和临床证据来解释与虚拟角色和自我相关的过程可能如何与游戏障碍的成瘾机制(例如,认知扭曲、寻求奖励、抑制控制、自我调节系统)相关联。

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