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社会依赖与电子游戏:大型多人在线角色扮演游戏与其他游戏

Sociotropy and video game playing: Massively multiplayer online role-playing games versus other games.

作者信息

Plessis Cédric, Guerrien Alain, Altintas Emin

机构信息

University Lille, ULR 4072 - PSITEC - Psychologie : Interactions, Temps, Émotions, Cognition, 59000 Lille, France.

University Lille, ULR 4072 - PSITEC - Psychologie : Interactions, Temps, Émotions, Cognition, 59000 Lille, France.

出版信息

Encephale. 2025 Apr;51(2):111-118. doi: 10.1016/j.encep.2024.01.005. Epub 2024 Apr 4.

Abstract

INTRODUCTION

Internet Gaming Disorder (IGD) is associated with several psychiatric disorders. Previous research on IGD has predominantly focused on Massively Multiplayer Online Role-playing Games (MMORPGs), considered to be pro-social games as they foster interpersonal relationships necessary for in-game progress. Sociotropy is a personality trait characterized by a cognitive approach to dealing with interpersonal relationships. Individuals with high sociotropy have a strong desire for approval from others. Beck's cognitive theory of depression posits that high sociotropy can lead to depressive symptoms when faced with interpersonal stress. We used the I-PACE model to account for the consequences of distal factors such as sociotropy on the development and maintenance of IGD. The aim of this study was therefore to compare MMORPG players with players of other game genres in terms of sociotropy, social anxiety and depression. We hypothesized that sociotropy could serve as a predictor of IGD, particularly among MMORPG players.

METHODS

A total of 233 French videogame players recruited from specialized internet gaming forums participated in the study via questionnaires. Different scales were used to assess depression and social anxiety symptoms, IGD intensity, and sociotropy and autonomy.

RESULTS & DISCUSSION: MMORPG players reported higher psychological distress than players of other game genres. For all players, sociotropy, rather than autonomy, was found to be a predictor of social anxiety symptoms and IGD intensity. Sociotropy and depression explained IGD intensity only for MMORPG players and not for players of other game genres. The social dimension appears to be more prominent among MMORPG players and could be one of the main personality traits predicting this specific internet gaming disorder. The treatment implications for internet gaming disorder are discussed.

摘要

引言

网络成瘾障碍(IGD)与多种精神疾病相关。先前关于IGD的研究主要集中在大型多人在线角色扮演游戏(MMORPG)上,这类游戏被认为是具有社交性的游戏,因为它们促进了游戏进程中所需的人际关系。社会取向性是一种人格特质,其特点是采用认知方式来处理人际关系。具有高社会取向性的个体有强烈的渴望获得他人认可。贝克的抑郁认知理论认为,当面临人际压力时,高社会取向性会导致抑郁症状。我们使用I-PACE模型来解释诸如社会取向性等远端因素对IGD发展和维持的影响。因此,本研究的目的是在社会取向性、社交焦虑和抑郁方面,将MMORPG玩家与其他游戏类型的玩家进行比较。我们假设社会取向性可以作为IGD的一个预测指标,尤其是在MMORPG玩家中。

方法

从专门的网络游戏论坛招募了233名法国电子游戏玩家,他们通过问卷调查参与了本研究。使用不同的量表来评估抑郁和社交焦虑症状、IGD强度以及社会取向性和自主性。

结果与讨论

MMORPG玩家报告的心理困扰比其他游戏类型的玩家更高。对于所有玩家,发现社会取向性而非自主性是社交焦虑症状和IGD强度的一个预测指标。社会取向性和抑郁仅能解释MMORPG玩家的IGD强度,而不能解释其他游戏类型玩家的IGD强度。社会维度在MMORPG玩家中似乎更为突出,并且可能是预测这种特定网络成瘾障碍的主要人格特质之一。文中还讨论了网络成瘾障碍的治疗意义。

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