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An Investigation into the Questionable Practice of Using Excessive Massively Multiplayer Online Game Play as a Marker of Pathological Video Game Dependence among Adolescent and Young Adult Male Players

机译:对使用过多的大型多人在线游戏作为青少年和年轻成年男性玩家病理性电子游戏依赖标志物的可疑实践的调查

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The present study explored pathological online video game dependence among adolescent and young adult males in the context of excessive massively multiplayer online game (MMOG) play. Psychological criteria distinguishing high engagement from addiction were used, as a means of examining MMOG play in the context of an excessive and addictive activity. This is a distinction that has been lost in the previous research, setting this study apart from other studies investigating frequency of play in the context of video game addiction. A total of 1121 male students in grades 7 through 12 across 12 schools in and around Seoul, South Korea, participated. The study used a 65-item questionnaire developed to examine constructs related to online video game play. Findings revealed no statistically significant differences between those classified as addicted and those classified as highly engaged with regard to items designed to measure frequency of MMOG play. Furthermore, in comparison to those classified as addicted, those classified as highly engaged reported a higher average number of hours per week they felt was an acceptable amount of time dedicated to game play. All in all, the findings revealed that those classified as highly engaged spent a significant portion of their time playing in massively multiplayer online worlds alongside those classified as addicted. These findings help illustrate the difficulties in using frequency of online video game play, even if viewed as excessive, as a criterion for identifying pathological dependence.
机译:本研究探讨了在过度大型多人在线游戏(MMOG)玩耍的背景下,青少年和成年男性中病理性在线视频游戏的依赖性。使用区分高参与度和成瘾性的心理标准,作为在过度和成瘾性活动的背景下检查MMOG游戏的一种手段。这是以前的研究中遗漏的区别,使该研究与其他研究视频游戏成瘾情况下的游戏频率的研究脱颖而出。韩国首尔及其周边地区的12所学校的7至12年级的1121名男学生参加了比赛。该研究使用了一项65项问卷调查表,以调查与在线视频游戏相关的构造。调查结果显示,对于旨在衡量MMOG游戏频率的项目,归类为沉迷的人群和归类为高度参与的人群之间没有统计学上的显着差异。此外,与归类为沉迷的人相比,归类为高度敬业的人报告的每周平均小时数更高,他们认为这是专门用于游戏的时间。总而言之,调查结果显示,被归类为高度敬业的人与被归类为沉迷的人在大型多人在线世界中花费了大量时间。这些发现有助于说明使用在线视频游戏的频率(即使被视为过多)作为识别病理依赖性的标准所遇到的困难。

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