首页> 外文期刊>Computers in Human Behavior >Does avatar's character and emotional bond expose to gaming addiction? Two studies on virtual self-discrepancy, avatar identification and gaming addiction in massively multiplayer online role-playing game players
【24h】

Does avatar's character and emotional bond expose to gaming addiction? Two studies on virtual self-discrepancy, avatar identification and gaming addiction in massively multiplayer online role-playing game players

机译:化身的性格和情感纽带会暴露于游戏成瘾吗?大型多人在线角色扮演游戏玩家中关于虚拟自我差异,化身识别和游戏成瘾的两项研究

获取原文
获取原文并翻译 | 示例
       

摘要

This study aims to analyze virtual self-discrepancy (VSD), avatar identification, and gaming addiction in Massively Multiplayer Online Role-Playing Games (MMORPGs). Two studies were conducted to test the relations between VSDs (i.e., idealized vs utopian avatar), avatar identification, and gaming addiction. In the cross-sectional survey (Study 1; 770 MMORPGs players) we assumed that higher MMORPG addiction was directly predicted by the construction of an idealized avatar (vs. utopian avatar) and by the avatar identification, which also mediated the relationship between the VSDs and gaming addiction. In the 2 x 2 experimental study (Study 2; 100 participants), manipulating VSD and avatar identification, we assumed that MMORPG addiction risk was higher in the idealized avatar-high identification condition than in the utopian avatar-low identification condition. Results confirmed that the more idealized the avatar was, the more the users increased their avatar identification (Study 1), that in turn was associated with gaming addiction (Study 1 and Study 2), and that only an idealized avatar (vs. utopian avatar) directly affected gaming addiction (Study 1). Furthermore, results showed that MMORPG addiction risk was higher in participants who customized an idealized avatar and identified with it (vs. utopian avatar-low identification) (Study 2).
机译:这项研究旨在分析大型多人在线角色扮演游戏(MMORPG)中的虚拟自我差异(VSD),虚拟形象识别和游戏成瘾。进行了两项研究以测试VSD(即理想化虚拟人物与乌托邦化身),化身识别和游戏成瘾之间的关系。在横断面调查中(研究1; 770名MMORPG玩家),我们假设较高的MMORPG上瘾是通过理想化的化身(与乌托邦化身)的构造和化身标识直接预测的,而化身也可以调节VSD之间的关系和游戏成瘾。在2 x 2实验研究(研究2; 100名参与者)中,操纵VSD和虚拟形象识别,我们假设理想化的虚拟形象高识别条件下的MMORPG成瘾风险高于乌托邦虚拟形象低识别条件下的MMORPG成瘾风险。结果证实,化身越理想,用户增加的化身标识越多(研究1),反过来又与游戏成瘾有关(研究1和研究2),并且只有化身(相对于乌托邦化身)。 )直接影响了游戏成瘾(研究1)。此外,结果表明,定制理想化身并与之化身(相对于乌托邦化身低化识别)的参与者,MMORPG上瘾的风险更高(研究2)。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号