首页> 美国卫生研究院文献>International Journal of Environmental Research and Public Health >Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming
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Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming

机译:心理需求令人沮丧对移动视频中升值行为的影响 - 使用寿期和时间花费游戏的中介作用

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摘要

Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobile videogamers’ addictive behavior as well as the role of cognitions (game-use expectancies) and behaviors (time spent playing) through a hypothesized serial mediation model, while controlling for important correlates, such as game genre, age, gender and payment during play. A total of 471 mobile game users (211 males) with an average age of 21.73 replied to an online survey containing sociodemographic and game variables, the Need Satisfaction and Frustration Scale (NSFS), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and a slightly modified version of the Internet Use Expectancies Scale (IUES). The results corroborate the negative effects of need frustration on IGD among mobile gamers and clarify the role of time spent playing and game-use expectancies in the development of IGD, highlighting the important role of cognitions in this relationship. We conclude that both the time spent playing and game-use expectancies should be important targets for clinical interventions, even though they are not included in the diagnostic criteria.
机译:在智能手机上播放的休闲视频游戏(CVGS)正在变得越来越受欢迎,特别是女性和成年人。虽然在线(计算机)电子游戏的上瘾潜力是完善的,但在移动游戏玩家中互联网游戏障碍(IGD)的证据也没有足够的证据,并用于一些机制的调解作用。本研究的目的是调查心理需求挫折对移动视频者的上瘾行为以及认知(游戏使用寿期)和行为(时间花费)的影响,而且通过假设的串行调解模型控制重要相关性,例如游戏类型,年龄,性别和在比赛期间付款。共有471名移动游戏用户(211名男性),平均年龄为21.73岁,回复了一个包含社会阶段和游戏变量的在线调查,需要满足和挫败感(NSF),互联网游戏障碍鳞片短的形式(IGDS9-SF )和互联网的略微修改版本使用寿命规模(iues)。结果证实了需要对移动游戏玩家中IGD的需求挫折的负面影响,并澄清时间花费和游戏利用期望在IGD的发展中的作用,突出了认知在这种关系中的重要作用。我们得出结论,花费和游戏使用寿期的时间都应该是临床干预措施的重要目标,即使它们不包括在诊断标准中。

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