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英雄联盟和堡垒之夜玩家的攻击性行为表现——简要报告。

Aggression expression among League of Legends and Fortnite players - a brief report.

机构信息

Department of Psychiatry and Psychotherapy, University of Pecs Medical School, PEcs, Hungary, E-mail:

出版信息

Psychiatr Hung. 2021;36(2):180-186.

Abstract

BACKGROUND AND AIMS

Our primary goal was to determine and compare the anger expression strategies used by players of the two most popular online games, League of Legends and Fortnite Battle Royale, as well as those used by non-gamers.

METHODS

The study sample was comprised of 450 subjects, of whom 338 were males and 112 females. The sample was further divided into four groups: 1. Non-gamers; 2. League of Legends gamers; 3. Fortnite gamers; and 4. League of Legends and Fortnite gamers. Anger attributes were measured using the validated Hungarian version of the 20-item Anger Expression Scale (Oláh 1987; Spielberger, 1985). Multinomial Logistic Regression was used to analyze the role of age and gender of the subjects to predict whether subjects were non-gamers or gamers. Subjects were further assessed by employing the Anger Expression Scale, which determines Anger-In (turning anger inwards or suppressing anger) and Anger-Out (expressing anger outwardly) profiles of individuals. The Anger-In and Anger-Out variables were added to the model.

RESULTS

Compared to League of Legends gamers, Fortnite gamers had a more passive (Anger-In) anger expression strategy. Fortnite and League of Legends gamers possessed a more passive anger expression strategy relative to nongamers.

DISCUSSION AND CONCLUSION

Further research is needed to determine whether the games themselves have a determining influence on the gamers anger expression strategy, or whether the gamers personality and anger expression strategy predisposed them to choose one game over the other.

摘要

背景与目的

我们的主要目标是确定和比较两款最受欢迎的在线游戏《英雄联盟》和《堡垒之夜》的玩家以及非玩家使用的愤怒表达策略。

方法

研究样本由 450 名受试者组成,其中 338 名男性,112 名女性。该样本进一步分为四组:1. 非玩家;2. 《英雄联盟》玩家;3. 《堡垒之夜》玩家;4. 《英雄联盟》和《堡垒之夜》玩家。使用经过验证的匈牙利 20 项愤怒表达量表(Oláh 1987;Spielberger,1985)测量愤怒属性。采用多项逻辑回归分析受试者的年龄和性别,以预测他们是否为非玩家或玩家。进一步通过愤怒表达量表评估受试者,该量表确定个体的愤怒向内(将愤怒内化或抑制愤怒)和愤怒向外(向外表达愤怒)特征。将愤怒向内和愤怒向外变量添加到模型中。

结果

与《英雄联盟》玩家相比,《堡垒之夜》玩家表现出更被动(愤怒向内)的愤怒表达策略。《堡垒之夜》和《英雄联盟》玩家与非玩家相比,表现出更被动的愤怒表达策略。

讨论与结论

需要进一步研究确定是游戏本身对玩家的愤怒表达策略有决定性影响,还是玩家的个性和愤怒表达策略使他们倾向于选择一种游戏而不是另一种游戏。

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