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游戏转移现象与有问题的互动媒体使用:性格与媒体习惯因素

Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors.

作者信息

Ortiz de Gortari Angelica B, Gackenbach Jayne

机构信息

Centre for the Science of Learning & Technology, University of Bergen, Bergen, Norway.

Department of Psychology, MacEwan University, Edmonton, AB, Canada.

出版信息

Front Psychol. 2021 Apr 22;12:585547. doi: 10.3389/fpsyg.2021.585547. eCollection 2021.

DOI:10.3389/fpsyg.2021.585547
PMID:33967879
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8100040/
Abstract

The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena (GTP) examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perceptual and cognitive intrusions (e.g., hallucinations and recurrent thoughts) and self-agency transient changes (e.g., automatic behaviors) related to video games. GTP can influence the interpretation of stimuli and everyday interactions and, in contrast to gaming disorder, are relatively common and not necessarily negative. However, some players have reported feeling distress due to their GTP. This study focuses on how dispositional and interactive media habit factors are related to GTP and two forms of problematic interactive media [problematic video game playing (PVG) and problematic social media use (PSMU)]. A sample of 343 university students who played video games completed an online survey (58.7% male, 19-25 years old). Not all who had experienced GTP were identified as exhibiting PVG or PSMU, but all of those in the PVG group had experienced GTP. Overall, the profiles of the groups, including GTP (91.4%), PVG (28.5%), and PSMU (24.8%), were in accordance with previous findings. Those in the GTP and the PVG groups were characterized by being male, being highly engaged in the game (either while playing or game-related activities), and showed preferences for game-related activities. However, while those in the GTP group were significantly more likely to be fantasy-prone, those with PVG were the ones who played most per day. Those in the PSMU group were characterized by being female and/or extroverted, frequently using social/sharing platforms, and seldom playing video games. A hierarchical binary logistic regression revealed that males were more likely to experience GTP. Increases in PVG, fantasy proneness, and neuroticism increased the odds of GTP. Future work can benefit from considering the role of GTP in gaming disorder, since intrusive thoughts, cognitive biases, and poor impulse control are pivotal in the initiation and maintenance of dysfunctional playing behaviors.

摘要

对互动媒体影响的研究主要集中在行为失调上,成瘾范式为其概念化提供了支持。对游戏转移现象(GTP)的研究考察了电子游戏特征、游戏时的事件以及硬件操作之间的相互作用,这可能导致与电子游戏相关的感觉-知觉和认知侵扰(如幻觉和反复出现的想法)以及自我能动性的短暂变化(如自动行为)。GTP会影响对刺激和日常互动的解读,与游戏障碍不同的是,它相对常见且不一定是负面的。然而,一些玩家报告称因GTP而感到困扰。本研究关注性格因素和互动媒体习惯因素如何与GTP以及两种形式的问题互动媒体[问题性电子游戏玩赏(PVG)和问题性社交媒体使用(PSMU)]相关。343名玩电子游戏的大学生样本完成了一项在线调查(男性占58.7%,年龄在19至25岁之间)。并非所有经历过GTP的人都被认定为表现出PVG或PSMU,但PVG组中的所有人都经历过GTP。总体而言,各群体的情况,包括GTP(91.4%)、PVG(28.5%)和PSMU(24.8%),与先前的研究结果一致。GTP组和PVG组的特点是男性、高度投入游戏(无论是在玩游戏时还是与游戏相关的活动中),并表现出对游戏相关活动的偏好。然而,虽然GTP组的人更有可能容易产生幻想,但PVG组的人是每天玩游戏最多的。PSMU组的特点是女性和/或性格外向、经常使用社交/分享平台且很少玩电子游戏。分层二元逻辑回归显示,男性更有可能经历GTP。PVG、幻想倾向和神经质的增加会增加经历GTP的几率。未来的研究可以从考虑GTP在游戏障碍中的作用中受益,因为侵入性思维、认知偏差和冲动控制能力差在功能失调的游戏行为的启动和维持中起着关键作用。

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