首页> 外文期刊>Cyberpsychology, behavior and social networking >The Role of Habits in Massive Multiplayer Online Role-Playing Game Usage: Predicting Excessive and Problematic Gaming Through Players' Sensitivity to Situational Cues
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The Role of Habits in Massive Multiplayer Online Role-Playing Game Usage: Predicting Excessive and Problematic Gaming Through Players' Sensitivity to Situational Cues

机译:习惯在大规模多人在线角色扮演游戏中的作用:通过玩家对情景线索的敏感性来预测过多和有问题的游戏

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We examined the effect of habitual regulation of massive multiplayer online role-playing game (MMORPG) playing on the problematic (addictive) usage and excessiveness of gaming (time that user spent playing weekly, per session, and in relation to his other leisure activities). We developed the approach to assess the strength of habitual regulation that was based on sensitivity to situational cues. We defined cues as real-life or in-game conditions (e.g., work to be done, activities with friends or family, need to relax, new game expansion) that usually promote gaming (proplay cues) or prevent it (contraplay cues). Using a sample of 377 MMORPG players, we analyzed relationships between variables through partial least squares path modeling. We found that proplay cues sensitivity significantly positively affected the excessiveness of gaming (playing time) as well as the occurrence of problematic usage symptoms. Conversely, contraplay cues sensitivity functioned as a protective factor from these conditions; significant negative effects were found for playing time and problematic usage. Playing time was confirmed to be a mediating variable, affected by cues sensitivity and at the same time affecting problematic usage symptoms. We obtained moderately strong coefficients of determination for both endogenous variables (R-2=0.28 for playing time; R-2=0.31 for problematic usage) suggesting that the proposed variables possess good explanatory power. Based on our results, we argue that the strength of habitual regulation within MMORPG usage has both positive and negative effects on excessive and problematic usage, which is a new and important finding within the area of Internet gaming addiction.
机译:我们研究了习惯性的大型多人在线角色扮演游戏(MMORPG)规则对有问题的(成瘾性)使用和游戏过度(用户每周,每节课和其他休闲活动所花费的时间)的影响。我们开发了一种方法,该方法基于对情景线索的敏感性来评估习惯性调节的强度。我们将提示定义为现实生活或游戏中的条件(例如,待完成的工作,与朋友或家人的活动,需要放松,扩展新游戏)通常会促进游戏(游戏提示)或阻止游戏(对战提示)。我们使用377个MMORPG玩家的样本,通过偏最小二乘路径建模分析了变量之间的关系。我们发现,节目提示的敏感性显着地积极影响了游戏的过度性(游戏时间)以及有问题的使用症状的发生。相反,对比提示的敏感性是这些条件下的保护因素。发现播放时间和使用有问题的严重负面影响。播放时间被确认为一个中介变量,受提示灵敏度影响,同时影响有问题的使用症状。我们获得了两个内生变量的中等确定系数(播放时间R-2 = 0.28;有问题的用法R-2 = 0.31),表明所提出的变量具有良好的解释力。根据我们的研究结果,我们认为MMORPG使用中习惯性调节的强度对过量使用和有问题的使用具有正面和负面影响,这是互联网游戏成瘾领域的一个新的重要发现。

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