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不同游戏类型如何通过所需技能和玩游戏的动机来描述。

How Different Gaming Genres Can Be Described by Required Skills and Motives for Playing.

机构信息

Department of General Psychology, Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg-Essen, Duisburg, Germany.

Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany.

出版信息

Cyberpsychol Behav Soc Netw. 2022 Sep;25(9):613-619. doi: 10.1089/cyber.2022.0019. Epub 2022 Sep 5.

Abstract

With the drastic expansion of the games industry, psychological research is concerned with the question as to why certain genres might be more addictive than others. Besides specific games characteristics and motivational profiles of gamers, skills that are relevant to play certain games and genres might provide more insights for answering this question. An exploratory online survey was designed, asking for played genres, subjective relevance of required skills to play the game, gaming motives, and symptom severity. The analyses aimed at investigating which genres are associated with higher and lower symptoms of their players and the relationship between the relevance of skills required for certain genres and the symptom severity of players. In total, 727 data sets were collected. Descriptive results indicated that the most pronounced difference between genres associated with low and high symptom severity appeared among the indicated relevance of communicating with others, the social motive for gaming, and among the relevance of required executive function skills such as attentional vigilance. The communication skill is discussed as a vulnerability factor for maintaining problematic gaming behaviors despite the occurrence of negative consequences, whereas certain executive functions could be constitutional factors of the experience of a flow state. The association between flow and addictive gaming tendencies is a topic yet to be investigated in future research.

摘要

随着游戏产业的急剧扩张,心理学研究关注的问题是为什么某些类型的游戏比其他类型更具成瘾性。除了特定的游戏特点和玩家的动机特征外,与玩某些游戏和类型相关的技能可能为回答这个问题提供更多的见解。本研究设计了一项探索性的在线调查,要求参与者报告他们玩过的游戏类型、玩游戏所需技能的主观相关性、游戏动机以及症状严重程度。分析旨在调查哪些游戏类型与玩家的高、低症状有关,以及特定游戏类型所需技能的相关性与玩家症状严重程度之间的关系。总共收集了 727 份数据集。描述性结果表明,在与低和高症状严重程度相关的游戏类型之间,与与他人交流的相关性、游戏的社交动机以及与注意力警觉等执行功能技能相关的相关性之间,存在最显著的差异。沟通技能被认为是一种脆弱因素,即使出现负面后果,也会维持有问题的游戏行为,而某些执行功能可能是体验流畅状态的体质因素。流畅体验与成瘾性游戏倾向之间的关联是未来研究中有待探讨的一个课题。

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