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Trait and symptom differences between factions in online gaming: The vulnerable side of evil

机译:在线游戏中各派之间的特征和症状差异:邪恶的脆弱一面

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摘要

World of Warcraft (WoW) is a popular Massively Multiplayer Online Role Playing Game (MMORPG) that requires gamers to play in one of two factions: the Horde or the Alliance. Although deemphasized in more recent versions of the game, the Horde has traditionally been considered the "evil" faction, whereas the Alliance has been considered the "good" faction. Researchers have identified differences between these two factions with respect to gameplay, although the mechanisms for these differences are unclear. The present study investigated whether faction-based differences extend to psychological traits and symptoms. The results indicated that members of the Horde obtained higher scores on measures of interpersonal dependency and three measures of problematic WoW use. Obsession with World of Warcraft was particularly salient in predicting faction membership, with higher scores on the obsession variable predicting membership to the Horde. Possible explanations for the observed differences are suggested, limitations are reviewed, and directions for future research are indicated.
机译:魔兽世界(WoW)是一种流行的大型多人在线角色扮演游戏(MMORPG),要求玩家在以下两个派系之一中进行游戏:部落或联盟。尽管在较新版本的游戏中没有强调,部落传统上被认为是“邪恶”派系,而联盟则被认为是“好”派系。研究人员已经确定了这两个派别在游戏玩法上的差异,尽管这些差异的机制尚不清楚。本研究调查了基于派系的差异是否扩展到心理特征和症状。结果表明,部落成员在人际依存性测度和对使用魔兽世界有问题的三种测度上得分更高。对魔兽世界的痴迷在预测派系成员资格方面尤为突出,而对痴迷变量的更高得分则可以预测部落的成员身份。建议对观察到的差异进行可能的解释,对局限性进行回顾,并指出未来研究的方向。

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