Psychology Unit, Department of Health Sciences, University of Florence, via di San Salvi 12, 50135, Florence, Italy.
Department of Experimental and Clinical Medicine, University of Florence, Largo Brambilla 3, 50134, Florence, Italy.
Cogn Process. 2022 Aug;23(3):521-526. doi: 10.1007/s10339-022-01087-0. Epub 2022 Mar 29.
This study aims to investigate whether Internet gaming disorder (IGD) and bodily dissociation vary depending on the most frequently used game genre. Seven hundred and fifteen highly engaged online players (71.5% men; mean age 29.75 ± 7.48 years) recruited in player communities completed a survey that assessed game genre, bodily dissociative experiences and IGD. The results showed significantlly higher levels of IGD among multiplayer online battle arenas (MOBA) and massively multiplayer online role-playing games players relative to first-person shooters (FPS) game players, whilst MOBA players report significantly higher bodily dissociative experiences compared to MORPG and FPS. However, we found that differences on body dissociation disappear at high levels of IGD, with problematic players showing high body disconnection, regardless of the type of game most frequently used. This suggests that high engagement in online games has the potential to disconnect a player from his body, regardless of the type of game used.
本研究旨在探讨网络游戏障碍(IGD)和身体分离是否因最常玩的游戏类型而异。在玩家社区招募了 715 名高度投入的在线玩家(71.5%为男性;平均年龄 29.75±7.48 岁),他们完成了一项调查,评估了游戏类型、身体分离体验和 IGD。结果显示,与第一人称射击游戏(FPS)玩家相比,多人在线战斗竞技场(MOBA)和大型多人在线角色扮演游戏(MMORPG)玩家的 IGD 水平显著更高,而 MOBA 玩家报告的身体分离体验明显高于 MORPG 和 FPS。然而,我们发现,在高 IGD 水平下,身体分离的差异消失了,有问题的玩家表现出高度的身体脱节,而不管他们最常使用的游戏类型如何。这表明,无论使用哪种类型的游戏,玩家高度参与网络游戏都有可能使他与自己的身体脱节。