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Project Massive: Self-Regulation and Problematic Use of Online Gaming

机译:项目庞大:在线游戏的自我调节和有问题的使用

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A longitudinal design was employed to collect three waves of survey data over a 14 month period from 2790 online gamers. Respondents were asked questions about their gaming activity, motivations, personality, social and emotional environment, and the effect gaming has had on their lives. Prospective analysis was used to establish causal and temporal linkages among the repeatedly measured factors. While the data provide some indication that a player's reasons for playing do influence the development of problematic usage, these effects are overshadowed by the central importance of self-regulation in managing both the timing and amount of play. An individual's level of self-regulatory activity is shown to be very important in allowing them to avoid negative outcomes like problematic use. The role of depression is also discussed. With responsible use, online gaming appears to be a healthy recreational activity that provides millions of people with hours of social entertainment and adaptive diversion. However, failure to manage play behavior can lead to feelings of dependency.
机译:纵向设计受雇于在2790年在线游戏玩家的14个月内收集三波测量数据。受访者被问及有关他们的游戏活动,动机,人格,社会和情感环境的问题,并且效果游戏已经存在着生命。前瞻性分析用于建立反复测量因子之间的因果和时间联系。虽然数据提供了一些迹象表明,玩家扮演的原因会影响有问题使用的发展,但这些效果被自我监管在管理时机和戏剧中的核心重要性中黯然失色。个人的自我监管活动水平被认为是非常重要的,允许他们避免像有问题使用一样的负面结果。还讨论了抑郁的作用。在负责任使用中,在线游戏似乎是一个健康的娱乐活动,为数百万的人提供了数百万的社交娱乐和自适应转移。但是,未能管理播放行为可能导致依赖感。

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