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Will esports result in a higher prevalence of problematic gaming? A review of the global situation.电子竞技是否会导致游戏成瘾问题的高发?全球现状综述。
J Behav Addict. 2019 Sep 1;8(3):384-394. doi: 10.1556/2006.8.2019.46. Epub 2019 Sep 25.
2
The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers.电子竞技玩家和休闲游戏玩家中精神困扰和游戏障碍之间的动机中介效应。
Compr Psychiatry. 2019 Oct;94:152117. doi: 10.1016/j.comppsych.2019.152117. Epub 2019 Aug 8.
3
A clinical evaluation of the DSM-5 criteria for Internet Gaming Disorder and a pilot study on their applicability to further Internet-related disorders.DSM-5 网络游戏障碍诊断标准的临床评估及对进一步网络相关障碍适用性的初步研究。
J Behav Addict. 2019 Mar 1;8(1):16-24. doi: 10.1556/2006.7.2018.140. Epub 2019 Jan 20.
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Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective.将游戏障碍纳入 ICD-11:从临床和公共卫生角度看这样做的必要性。
J Behav Addict. 2018 Sep 1;7(3):556-561. doi: 10.1556/2006.7.2018.59. Epub 2018 Jul 16.
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The Psychology of Esports: A Systematic Literature Review.电子竞技心理学:系统文献综述。
J Gambl Stud. 2019 Jun;35(2):351-365. doi: 10.1007/s10899-018-9763-1.
6
Policy responses to problematic video game use: A systematic review of current measures and future possibilities.对有问题的视频游戏使用的政策反应:当前措施和未来可能性的系统评价。
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The prevalence of problematic video gamers in the Netherlands.荷兰问题性电子游戏玩家的流行率。
Cyberpsychol Behav Soc Netw. 2012 Mar;15(3):162-8. doi: 10.1089/cyber.2011.0248. Epub 2012 Feb 7.
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Why do you play? The development of the motives for online gaming questionnaire (MOGQ).你为什么玩游戏?在线游戏动机问卷(MOGQ)的发展。
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Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety.网络成瘾:寻求刺激、自我控制、神经质、攻击性、状态焦虑和特质焦虑的作用。
Cyberpsychol Behav Soc Netw. 2010 Jun;13(3):313-6. doi: 10.1089/cyber.2009.0229.
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Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey.青少年视频游戏成瘾的流行率和风险因素:一项德国全国性调查的结果。
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职业电竞玩家生涯:游戏动机作为成为职业电竞选手职业规划的预测因素

Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player.

作者信息

Bányai Fanni, Zsila Ágnes, Griffiths Mark D, Demetrovics Zsolt, Király Orsolya

机构信息

Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.

Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.

出版信息

Front Psychol. 2020 Aug 5;11:1866. doi: 10.3389/fpsyg.2020.01866. eCollection 2020.

DOI:10.3389/fpsyg.2020.01866
PMID:32903792
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7438909/
Abstract

Increasing numbers of young video gamers view esports (i.e., competitive video gaming) as a career opportunity, rather than just a recreational activity. Previous studies have explored the motivational differences between esport and recreational gamers and the motivational changes through career journey to become a professional esport player. The present study explored the predictors of career plans to become a professional esport player, with a specific focus on gaming motivations. Gaming time, gaming motivations, and esport-related playing experience were also examined among Hungarian gamers with competitive gaming experience ( = 190), such as years spent in esports, medium and frequency of participating in esport tournaments, the effort put into training before the tournaments, and the plans to become a professional esport player. Binary logistic regressions were carried out and results showed that the gaming motivations of competition, skill development, and social motivations predicted career planning as a professional esport player. Additionally, results showed that younger players were more likely to seek career opportunity as professional esport players than older players. Future studies should focus on novice esport players' psychological exposure to the hypercompetitive scene of esports, such as high expectations or the risk of becoming problematic videogame users due to their motivational changes.

摘要

越来越多的年轻电子游戏玩家将电子竞技(即竞争性电子游戏)视为一种职业机会,而不仅仅是一种娱乐活动。以往的研究探讨了电子竞技玩家和休闲玩家之间的动机差异,以及在成为职业电子竞技选手的职业生涯中动机的变化。本研究探讨了成为职业电子竞技选手的职业规划的预测因素,特别关注游戏动机。在有竞争性游戏经验的匈牙利玩家(n = 190)中,还考察了游戏时间、游戏动机和与电子竞技相关的游戏经验,比如在电子竞技领域花费的年限、参加电子竞技比赛的媒介和频率、比赛前投入训练的努力程度,以及成为职业电子竞技选手的计划。进行了二元逻辑回归分析,结果表明竞争、技能发展和社交动机等游戏动机能够预测成为职业电子竞技选手的职业规划。此外,结果显示年轻玩家比年长玩家更有可能寻求成为职业电子竞技选手的职业机会。未来的研究应关注新手电子竞技选手在电子竞技高度竞争场景中的心理暴露情况,比如由于动机变化而产生的高期望或成为问题游戏玩家的风险。