首页> 外文期刊>Cyberpsychology, behavior and social networking >'Who Are the Cyka Blyat?' How Empathy, Impulsivity, and Motivations to Play Predict Aggressive Behaviors in Multiplayer Online Games
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'Who Are the Cyka Blyat?' How Empathy, Impulsivity, and Motivations to Play Predict Aggressive Behaviors in Multiplayer Online Games

机译:“谁是Cyka Blyat?'同情,冲动和动机如何在多人在线游戏中预测攻击性行为

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Prior studies have mainly focused on the controversial issue of whether violent video games lead to aggressive behavior in real life. However, data regarding antisocial behavior while playing online are still scarce. In this study, we examined the relationship between toxicity (a form of verbal aggressive behavior directed against other players) in multiplayer online video games and several potential predictors such as personality traits, emotion reactivity, and motivations to play. A large-scale survey (n = 816) was conducted among French-speaking adult gamers, assessing video game habits, impulsivity, empathy, emotion reactivity, and motivations to play (i.e., socialization, achievement, immersion). Results showed that younger age, being male, spending a lot of time playing per week, and being highly achieving increased the likelihood of reporting toxicity and change of behavior in game. High emotional reactivity and being high in two dimensions of impulsivity (negative urgency and sensation seeking) increased the likelihood of toxic behavior. In contrast, individuals who are more empathic tended to report nontoxic behavior and individuals who play to socialize reported little change in behavior in game. Future research should address the complexity of behaviors displayed during online games-notably through experimental studies allowing direct observation of gamers while they play-and the functional connection between toxicity and several psychological, emotional, and motivational dimensions in further detail. Scientific research would also benefit from the creation and validation of a scale measuring in game, the social and antisocial behaviors.
机译:前面的研究主要集中在剧烈视频游戏是否导致现实生活中侵略性行为的争议问题。然而,在线播放时的反社会行为的数据仍然很少。在这项研究中,我们研究了多人在线视频游戏中毒性(一种针对其他玩家的口头攻击行为的形式)的关系,以及诸如人格特质,情感反应性和运动的动机等几个潜在的预测因子。在讲法语的成年游戏玩家中进行了大规模的调查(n = 816),评估视频游戏习惯,冲动,同理心,情感反应性和运动的动机(即社会化,成就,沉浸)。结果表明,年龄较小,是男性,每周花费大量的时间,并且高度实现增加了报告毒性和​​游戏行为变化的可能性。高情绪反应性并高度脉冲的两个维度(负迫切性和感觉寻求)增加了有毒行为的可能性。相比之下,更加异常的个人倾向于报告与社交活动中的无毒行为和个人在游戏中报告的行为的几乎变化。未来的研究应解决在线游戏期间显示的行为的复杂性 - 特别是通过实验研究,允许直接观察游戏玩家,同时在毒性和几种心理,情感和动机维度的毒性和几个心理,情感和动机维度之间进行进一步的细节。科学研究还将受益于游戏,社会和反社会行为的规模测量的创建和验证。

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