Department of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain.
Department of Applied Economics, Faculty of Social Sciences (Melilla Campus), University of Granada, Calle Santander, 1, 52005, Melilla, Spain.
Sci Rep. 2022 May 12;12(1):7904. doi: 10.1038/s41598-022-11985-0.
The enormous expansion of the video game sector, driven by the emergence of live video game streaming platforms and the professionalisation of this hobby through e-sports, has spurred interest in research on the relationships with potential adverse effects derived from cumulative use. This study explores the co-occurrence of the consumption and viewing of video games, based on an analysis of the motivations for using these services, the perceived positive uses, and the gamer profile. To that end, a multilayer perceptron artificial neural network is developed and tested on a sample of 970 video game users. The results show that the variables with a significant influence on pathological gaming are the motivation of a sense of belonging to the different platforms, as well as the positive uses relating to making friends and the possibility of making this hobby a profession. Furthermore, the individual effects of each of the variables have been estimated. The results indicate that the social component linked to the positive perception of making new friends and the self-perceived level as a gamer have been identified as possible predictors, when it comes to a clinical assessment of the adverse effects. Conversely, the variables age and following specific streamers are found to play a role in reducing potential negative effects.
视频游戏行业的巨大扩张,得益于直播视频游戏平台的出现以及电子竞技这一爱好的专业化,激发了人们对与累积使用相关的潜在不良影响的研究兴趣。本研究基于对使用这些服务的动机、感知的积极用途以及游戏者特征的分析,探讨了视频游戏消费和观看的共同发生情况。为此,我们开发了一个多层感知器人工神经网络,并在 970 名视频游戏用户样本上进行了测试。结果表明,对病态游戏有显著影响的变量是对不同平台归属感的动机,以及与结交朋友和将这一爱好职业化相关的积极用途。此外,还估计了每个变量的个体效应。结果表明,与结交新朋友的积极感知以及自我认知的游戏者水平相关的社交因素已被确定为可能的预测因素,可用于对不良影响进行临床评估。相反,年龄和关注特定主播的变量被发现可以起到降低潜在负面影响的作用。