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王者荣耀青少年玩家的竞争游戏动机和特质攻击性:虚拟化身认同和游戏攻击的中介作用。

Competitive game motivation and trait aggression among Chinese adolescent players of Glory of the King: The mediating role of avatar identification and game aggression.

机构信息

Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China.

Center of Mental Health Education, Southwest University of Political Science and Law, Chongqing, China.

出版信息

Aggress Behav. 2022 Nov;48(6):563-572. doi: 10.1002/ab.22045. Epub 2022 Jul 13.

DOI:10.1002/ab.22045
PMID:35822865
Abstract

Previous studies have shown that competitive video gaming is associated with aggression; however, little is known about the relationship between personal competitive factors and aggression. Thus, we used structural equation modeling to examine the association between competitive game motivation and trait aggression, as well as the potential mediating roles of avatar identification and game aggression, among 1584 (59.66% male; M  = 14.58 years, SD = 1.49, range = 12-19) Chinese adolescent players of Glory of the King. The results showed that the direct effect of competitive game motivation on trait aggression was statistically significant, as were the indirect effects of competitive motivation-via both avatar identification and game aggression-on the three indicators of aggressive behavioral tendencies in everyday life. These results support the General Aggression Model, suggesting that competitive motivation is a personal factor predicting trait aggression. It contributes to our understanding of the roles of competition in video gamers' real-life aggressive behavior from an individual perspective.

摘要

先前的研究表明,竞争性电子游戏与攻击行为有关;然而,人们对个人竞争因素与攻击行为之间的关系知之甚少。因此,我们使用结构方程模型,考察了 1584 名(59.66%为男性;M=14.58 岁,SD=1.49,范围为 12-19 岁)中国青少年《王者荣耀》游戏玩家的竞争游戏动机与特质攻击性之间的关系,以及虚拟化身认同和游戏攻击性在其中的潜在中介作用。结果表明,竞争游戏动机对特质攻击性的直接影响具有统计学意义,竞争动机通过虚拟化身认同和游戏攻击性对日常生活中三种攻击行为倾向指标的间接影响也具有统计学意义。这些结果支持了一般攻击模型,表明竞争动机是预测特质攻击性的个人因素。这有助于从个体角度理解竞争在电子游戏玩家现实生活中攻击行为中的作用。

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