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Online Gaming Through Internet Use: A Study Of Users and Their Problematic Behaviors.

机译:通过互联网使用在线游戏:用户及其问题行为的研究。

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摘要

The past decade has seen an increase in people's online gaming habits and Internet use which, in many cases, has had a negative impact on their daily functioning and social interactions with others. While the American Medical Association debates over whether problematic Internet use (and by extension, problematic online gaming behavior) can be classified as an addiction, research into the phenomenon is ongoing. In the present study, people's online gaming habits were assessed through an anonymous online survey. The research sample consisted of 151 online gamers of varying age, income level, education level, and ethnicity who were asked to fill out an online questionnaire. The questionnaire contained statements about online gaming habits and Suler's (2004) concept of "persona integration" (the level of integration a person displays between his or her online representation and real-life self). These two areas of research have not been previously examined concurrently in a single study. Participants were asked to rate their agreement with these statements on a five-point scale. The survey also contained questions regarding the participant's demographic information. Bivariate regression was used to determine if participant's responses regarding persona integration were significantly related to their responses regarding online gaming behavior. Results of the research sample were inconclusive at a statistically significant level. Chi square test of association was used to determine if participant's responses regarding online gaming behavior were significantly related to their responses regarding age, ethnicity or education level. Results were again inconclusive at a statistically significant level, but approached significance for all of the variables examined. This means there may be a relationship that was not found in the current study due to the modest sample size or the inherent limitations with self-reporting. A surprising observation which arose from this study is the level of defensiveness and stigmatization that gamers seem to feel due to negative media portrayals and previous research on the topic. This may have had an effect on the results of the current study and bears further investigation and research in the future.
机译:在过去的十年中,人们的在线游戏习惯和互联网使用有所增加,在许多情况下,这对他们的日常工作和与他人的社交互动产生了负面影响。尽管美国医学协会(American Medical Association)争论是否可以将有问题的互联网使用(以及扩展为有问题的在线游戏行为)归类为一种成瘾,但有关这一现象的研究仍在继续。在本研究中,通过匿名在线调查评估了人们的在线游戏习惯。该研究样本包括151位年龄,收入水平,教育水平和种族不同的在线游戏玩家,他们被要求填写在线问卷。问卷包含有关在线游戏习惯和Suler(2004)的“角色整合”概念(一个人在其在线表示和现实生活之间显示的整合程度)的陈述。这两个研究领域以前从未在单个研究中同时进行过检查。要求参与者以五分制对这些声明的同意率进行评分。调查还包含有关参与者的人口统计信息的问题。使用双变量回归确定参与者关于角色整合的回答是否与他们关于在线游戏行为的回答显着相关。研究样本的结果在统计学上没有定论。卡方关联度检验用于确定参与者对在线游戏行为的反应是否与他们对年龄,种族或教育水平的反应显着相关。结果再次在统计上显着水平尚无定论,但对所有检验变量均接近显着性。这意味着由于样本量适中或自我报告的固有局限性,目前的研究可能没有发现这种关系。这项研究得出的一个令人惊讶的发现是,由于负面的媒体描述和有关该主题的先前研究,游戏玩家似乎感觉到了防御和污名化的程度。这可能会对当前的研究结果产生影响,并在未来有待进一步研究。

著录项

  • 作者

    Deuchar, Robert A.;

  • 作者单位

    Alliant International University.;

  • 授予单位 Alliant International University.;
  • 学科 Psychology General.;Psychology Behavioral.;Psychology Clinical.
  • 学位 Psy.D.
  • 年度 2012
  • 页码 87 p.
  • 总页数 87
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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