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青少年游戏玩家的游戏相关体验。

Videogame-related experiences among regular adolescent gamers.

机构信息

Red Cross Nursing University Center, University of Seville, Sevilla, Spain.

Nursing, Physiotherapy and Podiatry Faculty, University of Seville, Sevilla, Spain.

出版信息

PLoS One. 2020 Jul 10;15(7):e0235327. doi: 10.1371/journal.pone.0235327. eCollection 2020.

DOI:10.1371/journal.pone.0235327
PMID:32649666
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7351159/
Abstract

The objective of this study was to identify the videogame-related experiences expressed by regular adolescent gamers and to explore the socio-family factors related to these experiences. A cross-sectional observational and descriptive study was carried out with a convenience sample of regular Spanish videogamers between 16 and 18 years old. To measure the use of videogames for evasion and its negative consequences, the Questionnaire of Videogame-Related Experiences (Cuestionario de Experiencias Relacionadas con Videojuegos, CERV) was used and socio-family variables collected, evaluating their relationship with the results of the CERV. A total of 206 adolescents participated, 89.3% men [84.3-93.2] and 17.9% [12.9-23.9] allocating more than 35 hours a week to videogames. The CERV subscale related to the evasive use of videogames (max. = 24 points) obtained a mean value of 11.71 (SD = 3.52) and the mean value for the subscale related to the negative consequences (max. = 27 points) was 7.14 (SD = 3.33). A higher frequency of high values of evasive use (p = .038) and higher scores of this subscale (p = .02) were found in gamers without brothers or sisters. Higher scores and larger numbers of negative consequences were found in gamers who play more than 21 hours a week (p = .032). In conclusion, frequent use of videogames does not seem to be carried out with an evasive purpose, except in the case of absence of siblings. Frequent videogame use has only proven to carry a higher level of negative consequences when playing more than 21 hours a week. No other socio-family variables related to these subscales of the CERV have been identified.

摘要

这项研究的目的是确定经常玩青少年游戏者所表达的与视频游戏相关的体验,并探讨与这些体验相关的社会家庭因素。本研究采用横断面观察和描述性研究,对 16 至 18 岁的西班牙经常玩视频游戏的青少年进行了便利抽样。为了衡量逃避现实和逃避现实的负面影响,使用了视频游戏相关体验问卷(Cuestionario de Experiencias Relacionadas con Videojuegos,CERV),并收集了社会家庭变量,评估了它们与 CERV 结果的关系。共有 206 名青少年参与了研究,其中 89.3%为男性[84.3-93.2],17.9%[12.9-23.9]每周分配超过 35 小时玩视频游戏。逃避现实使用的 CERV 分量表(最大值= 24 分)的平均值为 11.71(SD = 3.52),与负性后果相关的分量表(最大值= 27 分)的平均值为 7.14(SD = 3.33)。在没有兄弟姐妹的游戏者中,逃避现实使用的高分频率(p =.038)和该分量表的高分(p =.02)更高。每周玩游戏超过 21 小时的游戏者得分更高,出现更多的负性后果(p =.032)。结论是,除了没有兄弟姐妹的情况外,经常使用视频游戏似乎并不是为了逃避现实。只有当每周玩游戏超过 21 小时时,才会证明频繁使用视频游戏会带来更高水平的负面影响。没有发现与 CERV 这些分量表相关的其他社会家庭变量。