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玩家和非玩家对问题性游戏行为发展的看法。

Gamers' and non-gamers' perspectives on the development of problematic video game play.

作者信息

Monley Corey M, Liese Bruce S, Oberleitner Lindsay M

机构信息

Department of Educational and Counseling Psychology, University at Albany-State University of New York, 1400 Washington Ave, Catskill 228, Albany, NY 12222 USA.

Cofrin Logan Center for Addiction Research and Treatment, University of Kansas, Lawrence, KS USA.

出版信息

Curr Psychol. 2023 Feb 6:1-10. doi: 10.1007/s12144-023-04278-w.

Abstract

Gaming Disorder was recently included in the 11 Edition of the and Internet Gaming Disorder may be introduced in the sixth edition of . Much is not understood about how problems with video games develop. This qualitative study aimed to better understand the development of problematic gaming through focus groups. Eleven young adult "frequent gamers," twelve young adult "non-frequent or non-gamers," and five older adult "non-gamers" discussed vulnerabilities and risk factors of problematic gaming. Participants across all groups believed that problematic gaming developed when people used video games as a primary means of meeting basic psychological needs that were unsatisfied, thwarted, or blocked outside of video games. Frequent and non-frequent gamers, compared to older adult non-gamers, were more likely to view video games as a healthy way to meet basic psychological needs and less likely to stereotype gamers. Video games are equipped to meet basic psychological needs for autonomy, competence, and relatedness. That is, gamers often experience a sense of agency, skill, and connection to others when playing video games. However, problematic gaming may develop when people with unmet psychological needs rely exclusively on video games to meet them. Treatment and prevention approaches to problematic gaming can benefit from greater attention to helping at risk individuals meet needs for autonomy, competence, and relatedness outside of video games.

摘要

游戏障碍最近被纳入了第11版的[具体文献名称未给出],网络游戏障碍可能会在第6版的[具体文献名称未给出]中引入。关于电子游戏问题是如何产生的,目前还有很多不为人知的地方。这项定性研究旨在通过焦点小组更好地理解问题游戏的发展。11名年轻成年“频繁游戏玩家”、12名年轻成年“非频繁或非游戏玩家”以及5名老年成年“非游戏玩家”讨论了问题游戏的脆弱性和风险因素。所有组别的参与者都认为,当人们将电子游戏作为满足在电子游戏之外未得到满足、受阻或被阻碍的基本心理需求的主要方式时,问题游戏就会出现。与老年成年非游戏玩家相比,频繁和非频繁游戏玩家更倾向于将电子游戏视为满足基本心理需求的健康方式,并且不太可能对游戏玩家抱有刻板印象。电子游戏具备满足自主性、能力和人际关系等基本心理需求的功能。也就是说,玩家在玩电子游戏时常常会体验到一种能动性、技能以及与他人的联系感。然而,当心理需求未得到满足的人完全依赖电子游戏来满足这些需求时,可能就会出现问题游戏。针对问题游戏的治疗和预防方法可以从更加关注帮助有风险的个体在电子游戏之外满足自主性、能力和人际关系需求中受益。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fe68/9900197/26e91ba2bccf/12144_2023_4278_Fig1_HTML.jpg

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