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Gaming and Gaming Disorder: A Mediation Model Gender, Salience, Age of Gaming Onset, and Time Spent Gaming

机译:游戏和游戏障碍:中介模型性别,显着性,游戏阶段的年龄,以及花时间的游戏

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摘要

Females in empirically based peer-reviewed studies of Internet gaming disorder (IGD) are underrepresented, despite evidence that there are only minor gender disparities present in online gaming. Moreover, few studies have specifically evaluated adult gender effects, within a formal diagnosis of IGD, and behavioral motivation, as defined by the reinforcing behavioral function. A mediation analysis evaluated the relationship between gender, behavioral motivation, and the diagnostic features in online gaming among adults to understand the impact of motivation on videogame playing. This study interviewed 304 adults (aged 18 years) in which 178 identified as female. Participants completed the Video Game Functional Assessment-Revised (VGFA-R) and the 20-item Internet Gaming Disorder Test (IGDT-20) through an online survey. Results showed that number of hours played per week, and subfactors of the VGFA-R differed between gender, indicating that the function and the maintaining of videogame play are essential in evaluating videogame addiction. These findings support and extend the literature's limited findings concerning gender and online gaming.
机译:虽然证据表明,在线游戏中只有较小的性别差异,但在在线游戏中只有较小的性别差异,妇女互联网游戏障碍的互联网游戏障碍研究此外,少数研究在IGD的正式诊断和行为动机的正式诊断中具体评估了成人性别效应,如加强行为功能所定义。调解分析评估了成年人之间的性别,行为动机与在线游戏中的诊断特征之间的关系,了解动机对视频游戏的影响。本研究采访了304名成年人(年龄> 18岁),其中178名被确定为女性。参与者通过在线调查完成了视频游戏功能评估修订(VGFA-R)和20项互联网游戏障碍测试(IGDT-20)。结果表明,每周播放的小时数,VGFA-R的子因素之间的性别之间有所不同,表明视频游戏的功能和维护在评估视频中成瘾方面是必不可少的。这些调查结果支持并扩展文献有关性别和在线游戏的有限调查结果。

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