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1.
Until recently, there has been very little naturalistic study of what gaming experiences are like, and how gaming fits into people's lives. Using a recently developed structural characteristic taxonomy of video games, this study examined the psycho-structural elements of computer games that motivate gamers to play them. Using Q-Sort methodology, 40 gamers participated in an online Q-sort task. Results identified six distinct types of gamers based on the factors generated: (a) story-driven solo gamers; (b) social gamers; (c) solo limited gamers; (d) hardcore online gamers; (e) solo control/identity gamers; and (f?) casual gamers. These gaming types are discussed, and a brief evaluation of similar and unique elements of the different types of gamer is also offered. The current study shows Q-methodology to be a relevant and applicable method in the psychological research of gaming.  相似文献   

2.
老龄化已成为世界性问题, 数字化技术的发展以及视频游戏的迅速普及, 使视频游戏对老年人的影响也逐渐为研究者所关注。游戏中认知功能的训练能有效延缓认知老化; 游戏中体验到的积极情绪以及与其他玩家的互动可以提高心理健康水平; 网络视频游戏还能增加老年人的社会交往, 扩大社交网络, 增强社会功能; 此外, 互动视频游戏还能使老年人进行更多的身体锻炼。未来研究应进一步探讨视频游戏对成功老龄化更全面的影响, 老年玩家在视频游戏中的性别差异, 如何在中国文化背景下理解视频游戏带来的积极影响以及进行应用研究, 针对老年人的实际需要为游戏开发提供建议。  相似文献   

3.
Despite the increasing popularity of video games and the diversity of people who play, prejudice remains common in online gaming. In the current study, we use structural equation modeling to test the role of social norms, individual differences, and gamer identification as predictors of how likely someone is to report engaging in prejudiced behavior while playing online video games. We also test the relative importance of these predictors to assess how likely people are to confront prejudice when it occurs in online video games. Participants (N = 384) completed a series of questionnaires to assess their attitudes and perceptions of online gaming norms, as well as to report their own prejudiced and confrontation behavior in video games. We found that both social norms and individual differences are significant predictors of behavior in online gaming. The more normative people report prejudice to be, the more they report making prejudiced comments. Similarly, the more normative confrontation of prejudice is reported to be, the more likely people are to report confronting prejudice. The more people endorsed generally prejudiced attitudes, the more likely they were to report making prejudiced remakes in online gaming and the less likely they were to report confronting prejudiced remarks. These results provide a foundation to inform interventions to reduce prejudice in gaming and indicate that both individual differences and norms are important to consider when designing interventions.  相似文献   

4.
Online video games are social spaces for players from around the world. They use this space to form communities, relationships, and identities. However, gaming communities are not always welcoming, and some are even perceived as being “toxic.” A prevalent issue is online sexual harassment, which is keeping many women from participating in the gaming community. Research on the factors contributing to the problem is limited, though. The present study replicates and expands previous research, using a sample of 856 online gamers. The study supports earlier findings that found hostile sexism and social dominance orientation as predictors of sexual harassment perpetration in online video games. In addition, we expanded the previous research with additional predictors: machiavellianism, psychopathy, and gamer identification predicted higher sexual harassment perpetration. Our results have implications for the gaming community's role in curtailing sexual harassment and making itself a more inclusive community.  相似文献   

5.
Social interactions in massively multiplayer online role-playing gamers.   总被引:3,自引:0,他引:3  
To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced.  相似文献   

6.
魏华  周宗奎  牛更枫  何灿 《心理科学》2014,37(2):420-424
网络游戏具有巨大的经济前景和良好的发展态势,国内外很多企业都投入大量资金来开发网络游戏。面对激烈的市场竞争,如何吸引和留住游戏玩家,提高他们的忠诚度,是网络游戏开发商所面临的一个重要问题。本文采用问卷调查法,考察了网络游戏中的定制、角色依恋对网络游戏忠诚度的影响。结果表明:(1)网络游戏定制、角色依恋和忠诚度两两之间呈显著正相关。(2)网络游戏定制对网络游戏忠诚度没有直接影响,而是通过角色依恋的完全中介作用对网络游戏忠诚度产生影响。  相似文献   

7.
网络游戏成瘾(Internet Gaming Disorder, IGD)是否能被确认为独立的精神障碍?目前的争议来自三个方面:概念上难以明确IGD与正常游戏行为,其他精神障碍之间的差异, 且上瘾对象仅为网络游戏或包含线下游戏并不明确; 鉴定标准上DSM-5总结的9条标准没能刻画IGD的本质特征, 现行的18种诊断工具在内容,诊断阈限等方面参差不齐; 研究方法上缺乏理论支撑, 过分依赖问卷数据, 忽视电子游戏的积极作用.争议内容体现出研究者对网络游戏行为本身缺乏理解, 因此难以判断正常与异常的游戏行为.未来研究应考虑回退到对网络游戏行为的研究, 对网络游戏类型特点,影响网络游戏行为的各因素以及电子游戏的积极贡献做深入探讨, 以达到从本质上明确网络游戏成瘾的特质.  相似文献   

8.
Although the majority of research focuses on the risks and disadvantages of online gaming, the present authors suggest that online games also represent new ways of satisfying basic human needs within the conditions of modern society. The aim of our present study was to reveal and operationalize the components of the motivational basis of online gaming. A total 3,818 persons (90.6% males; mean age 20.9 years, SD = 5.81) were recruited through websites providing online games. A combined method of exploratory and confirmatory factor analysis was applied. The results confirmed our preliminary model as we identified seven motivational factors (social, escape, competition, coping, skill development, fantasy, and recreation), which were used to develop the 27-item Motives for Online Gaming Questionnaire (MOGQ). The seven dimensions identified seem to cover the full range of possible motives for gaming, and the MOGQ proved to be an adequate measurement tool to assess these motives.  相似文献   

9.
One's feelings of intimacy and connectedness with distal, fictional media characters are referred to as parasocial interactions. Video games have challenged this concept, as the distance between game players and characters is greatly reduced, if not completely removed, in virtual environments. Games encourage the internalization and psychological merging of a player's and a character's mind, a multidimensional concept known as character attachment (CA). Data from our study suggest that dimensions of CA are useful in understanding both pro- and anti-social gaming motivations. Pro-social gamers feel a greater sense of control over their characters, while anti-social gamers are more likely to suspend their disbelief of the game environment and not take responsibility for their virtual actions. Pro-social gaming was more prevalent in older gamers, and younger male game characters were motivated by anti-social reasons.  相似文献   

10.
Research on gaming effects has focused on adolescence, a developmental period in which peer relationships become increasingly salient. However, the impact of peers on the effects of violent gaming on adolescents has been understudied. This study examined whether adolescents’ exposure to violent video games predicted their own and their friend's aggression one year later. Among 705 gaming adolescents, 141 dyads were identified based on reciprocated best friend nominations (73.8% male, Mage = 13.98). Actor‐Partner Interdependence Models indicated that adolescent males’ (but not females’) exposure to violent games positively predicted the aggression of their best friend 1 year later. This effect appeared regardless of whether the friends played video games together or not. The study illustrates the importance of peers in the association between violent gaming and aggression.  相似文献   

11.
Excessive computer game playing: evidence for addiction and aggression?   总被引:2,自引:0,他引:2  
Computer games have become an ever-increasing part of many adolescents' day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as "computer/video game addiction" have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressive behavior is interrelated with excessive gaming in general. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention.  相似文献   

12.
Two phenomena of our time have fascinated the general public and the scientific community alike: (a) narcissism as a personality characteristic with important implications for daily social functioning, and (b) the (vast) use of digital media such as video games. But how are these phenomena related to one another? To investigate this question, we administered an online survey to 2,891 individuals to assess their levels of narcissistic admiration and rivalry (NARQ; Back et al., 2013) and their video-gaming activities (frequency of playing, reasons for playing, preferred game genre and role). Results revealed that these narcissism dimensions were differentially related to video gaming: Individuals high on rivalry played video games for distraction and preferred action games and acting as lone fighters; those high on admiration played video games to stimulate their imagination and preferred the role of team leader. Findings were robust when controlling for sex, age, extraversion, and agreeableness.  相似文献   

13.
As computer technology continues to pervade every facet of life, the study of video game playing becomes more relevant. Studies show that sex differences continue to exist between men and women, boys and girls, in video game experience, favoring males. Few studies show any overlap in preferences between young men and women in their video gaming choices. The current study surveyed over 2,000 college undergraduates for video game experience, preferences, and self-efficacy. Although it was found that men play video games more often, have had more experience, and feel more confident in their game playing ability, a moderate female gaming population was found to exist, who also play video games regularly. Almost as many similarities as differences were found between men and women in their gaming preferences. Suggestions and implications for the video game industry are discussed.  相似文献   

14.
《Psychologie Fran?aise》2022,67(4):471-488
IntroductionThe pandemic linked to Covid-19 has changed the daily habits of the population. In this context, some activities have been favored, sometimes even encouraged, such as the use of video games.ObjectiveThe objective of this study was to investigate the impact of the COVID-19 pandemic on video game use taking into account the type of passion and personality.MethodA mixed methodology was used. In addition to the amount of gaming use, the Big Five Inventory was used to assess personality and the Passion Scale to distinguish the type of passion according to the dualistic model. A semi-structured interview made assessed the impact of confinements on gaming use and the gamer's feelings during this period. Among the 137 gamers (mean age 30.26) who completed the self-questionnaires, 10 participated in the semi-structured interview.ResultsWhatever the type of passion, gaming use increased during the lockdown period (in frequency and time). A negative relationship was found between Openness and gaming use during the week before and during the pandemic, as well as with obsessive passion. Qualitative data showed that gaming use emerged as an occupational activity, source of pleasure, escape from negative emotions related to the COVID-19 pandemic, and social support.ConclusionThe use of video games was mentioned by participants as an effective strategy to deal with the difficulties caused by the COVID-19 pandemic.  相似文献   

15.
From football to the ultimatum game to chess to World of Warcraft, games have been used in social and personality psychology research for decades. Games are a unique and powerful method: They are engaging and have the potential to both manipulate and measure psychological constructs. In fact, researchers have used physical games, board games, behavioral economics games, and digital games to study a range of individual differences, interpersonal processes, and social cognitive processes. Furthermore, researchers have the opportunity to create their own games that can be targeted directly toward their topic of interest. Our review provides a primer for social and personality psychologists interested in using existing games or creating new games for their research as a method for understanding attitudes, behaviors, emotions, cognitions, and perceptions.  相似文献   

16.
This study sought to examine the factors affecting the acceptance of an entertainment medium, particularly online games, by expanding the technology acceptance model. To measure factors affecting the acceptance of online games, we fielded a survey with 244 gamers serving as respondents. Perceived usefulness, enjoyment, and economic value were found to have a positive influence on attitude toward gaming, whereas perceived ease of use was not a significant predictor. In addition, we found that gender and game type (multiplayer or not) showed differing patterns of results. Interestingly, perceptions of mass acceptance of gaming were found to have a negative effect on attitude toward online games. Theoretical and practical implications of these findings are discussed.  相似文献   

17.
Based on the proposition that the visual “what you see is what you get” environment of video games may undermine ability/motivation for mental simulation/internal narrative, we hypothesized that exposure to virtual gaming would lead to decreased propensity for spiritual/religious experience. Fifty-six Canadian undergraduates moderately interested in gaming completed measures of propensity for unitive (focus on connectedness) and numinous (focus on presence of Other) experiences online, and again following a randomly assigned virtual or text-based narrative gaming session. Self-reported unitive and numinous propensities both declined significantly following the virtual gaming session as expected. Mystical propensity declined following the text-based session as well, but numinous propensity tended to increase in this condition. Virtual gaming offers an absorbing “escape” narrative with comparatively little “in the head” effort that appears to diminish—at least temporarily—the propensity for spiritual/religious experience, which is predicated upon a sustained internal narrative involving the Unseen.  相似文献   

18.
For some adolescent gamers, playing online games may become problematic, impairing functioning in personal, family, and other life domains. Parental and family factors are known to influence the odds that adolescents may develop problematic gaming (PG), negative parenting and conflictual family dynamics increasing the risk, whereas positive parenting and developmentally supportive family dynamics protecting against PG. This suggests that a treatment for adolescent PG should not only address the gaming behaviors and personal characteristics of the youth, but also the parental and family domains. An established research-supported treatment meeting these requirements is multidimensional family therapy (MDFT), which we adapted for use as adolescent PG treatment. We report here on one adaptation, applying in-session gaming. In-session demonstration of the “problem behavior” is feasible and informative in PG. In the opening stage of therapy, we use in-session gaming to establish an alliance between the therapist and the youth. By inviting them to play games, the therapist demonstrates that they are taken seriously, thus boosting treatment motivation. Later in treatment, gaming is introduced in family sessions, offering useful opportunities to intervene in family members' perspectives and interactional patterns revealed in vivo as the youth plays the game. These sessions can trigger strong emotions and reactions from the parents and youth and give rise to maladaptive transactions between the family members, thus offering ways to facilitate new discussions and experiences of each other. The insights gained from the game demonstration sessions aid the therapeutic process, more so than mere discussion about gaming.  相似文献   

19.
The current study used an mTURK sample to determine if there is a relation between video game preferences and career interests. Previous research has found that individual (e.g., personality) differences influence gaming preferences (Zammitto, 2001) and we sought to extend these findings to the domain of career interests. In addition, we examined the potential moderating role of gender. Since researchers have found that gender disparities in spatial attention can be reduced by playing certain types of video games (Feng, Spence, & Pratt, 2007), and it has been demonstrated that spatial ability is an important predictor of success in careers where women are typically underrepresented (Blickenstaff, 2005), we predicted that women with a preference for these types of games (versus a general preference) may have more interest in these careers. We found that gaming motivations were differentially associated with career interests. In addition, gender was found to significantly moderate a number of these relations, such that the association between gaming tendencies and career interests was stronger for women than for men. Findings from the current study should help guide future research that aims to increase the representation of women in STEM careers.  相似文献   

20.
Shieh KF  Cheng MS 《Adolescence》2007,42(165):199-215
This study tests a consumer behavioral model on Taiwanese adolescents and young adults engaging in online gaming. The major focus is on how these consumers transfer the value of their experiences and lifestyles to satisfaction, which may assist in the further exploration of the specific consumption behavior characteristics of adolescents and young adults, particularly with regard to their social functioning and deep-seated psychological needs. Using a two-stage sampling design process, data were collected on a total of 211 consumers, with the statistical analysis methods adopted for this study including a reliability test, confirmatory factor analysis, and LISREL analysis. Our results indicate that causal relationships hold in certain experiential value and lifestyle constructs. In particular, two experiential value constructs (social function, empathy and escapism) and two lifestyle constructs (pursuit of recreation and taste for life, reference group) play major roles that affect satisfaction among adolescents and young adults in online gaming in Taiwan.  相似文献   

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