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自我调节作为电子游戏热情与幸福感之间关联的调节变量

Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being.

作者信息

Luxford Ethan, Türkay Selen, Frommel Julian, Tobin Stephanie J, Mandryk Regan L, Formosa Jessica, Johnson Daniel

机构信息

School of Psychology and Counselling, School of Computer Science, Queensland University of Technology, Brisbane, Queensland, Australia.

GRID Lab, School of Computer Science, Queensland University of Technology, Brisbane, Queensland, Australia.

出版信息

Cyberpsychol Behav Soc Netw. 2022 May;25(5):310-315. doi: 10.1089/cyber.2021.0321. Epub 2022 May 3.

Abstract

Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness. This may lead them to develop a passion for the activity, which can be harmonious or obsessive. These different types of passions are associated with different well-being outcomes: harmonious passion (HP) is associated with positive effects such as Satisfaction with Life (SWL), obsessive passion (OP) is associated with adverse effects such as psychological distress. Although time spent playing video games has sometimes been found to be a predictor of poor well-being, there is a lack of understanding in its role in explaining the relationship between passion and well-being compared with other factors. Self-regulation is an important factor in predicting habits, including video game play. In this cross-sectional study ( = 182), we investigated whether self-regulation or playtime better mediated the associations between different passion orientations and well-being (i.e., SWL, global subjective well-being, and psychological distress) among video game players. A path analysis revealed that people with higher HP for video games reported higher levels of self-regulation and those with higher OP for video games reported lower levels of self-regulation. Our findings also indicate that self-regulation provides a more comprehensive explanation for the relationship between passion and well-being. Overall, this study provides further support for the importance of self-regulation as a determinant of well-being in video game players rather than more arguably surface-level metrics such as time spent playing. These findings have implications for game developers and clinicians who design interventions for individuals who may experience unregulated video game play.

摘要

电子游戏可以满足人们自主、胜任和归属的基本心理需求。这可能会使他们对该活动产生热爱,这种热爱可以是和谐的或强迫性的。这些不同类型的热爱与不同的幸福结果相关:和谐式热爱(HP)与诸如生活满意度(SWL)等积极影响相关,强迫式热爱(OP)与诸如心理困扰等负面影响相关。尽管有时发现玩电子游戏的时间是幸福感低的一个预测因素,但与其他因素相比,人们对其在解释热爱与幸福感之间关系中所起的作用缺乏了解。自我调节是预测包括玩电子游戏在内的习惯的一个重要因素。在这项横断面研究(n = 182)中,我们调查了自我调节或游戏时间是否能更好地调节电子游戏玩家中不同热爱取向与幸福感(即生活满意度、总体主观幸福感和心理困扰)之间的关联。路径分析表明,对电子游戏有较高和谐式热爱的人自我调节水平较高,而对电子游戏有较高强迫式热爱的人自我调节水平较低。我们的研究结果还表明,自我调节为热爱与幸福感之间的关系提供了更全面的解释。总体而言,本研究进一步支持了自我调节作为电子游戏玩家幸福感决定因素的重要性这一观点,而不是更具争议性的表面指标,如玩游戏的时间。这些发现对为可能存在无节制玩电子游戏情况的个体设计干预措施的游戏开发者和临床医生具有启示意义。

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