首页> 外文期刊>International journal of human-computer interaction >Why Do Some People Become Addicted to Digital Games More Easily? A Study of Digital Game Addiction from a Psychosocial Health Perspective
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Why Do Some People Become Addicted to Digital Games More Easily? A Study of Digital Game Addiction from a Psychosocial Health Perspective

机译:为什么有些人更容易沉迷于数字游戏?社会心理视角下的数字游戏成瘾研究

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摘要

Exploring digital game addiction from a psychosocial perspective has gained much attention because digital game addiction is a serious social computing issue related to public health. A number of studies have empirically tested the effects of depression and loneliness on aggression, but few studies have explored the relationships among the psychosocial constructs (i.e., depression, loneliness, and aggression) and their effects on game addiction. In addition, the mediating role of aggression in digital game addiction has neither been proposed nor empirically tested. Moreover, although the psychological constructs related to game addiction have been proposed as multidimensional concepts and digital game addiction itself has been suggested as a multidimensional construct, few studies have been proposed and conducted using multidimensional constructs. This study sought to fill these gaps by proposing an integrated model of digital game addiction from a psychosocial health perspective. In particular, this study had three objectives: (1) to propose a second-order game addiction model addressing the relationships among loneliness, depression, aggression, and game addiction as multidimensional constructs and presenting aggression as a mediator between other psychosocial constructs and game addiction; (2) to empirically validate the proposed model using survey data obtained from actual online game users; and (3) to provide new insights for game policymakers in dealing with the digital game addiction issues. Based on the empirical findings, the theoretical contributions and practical implications are discussed herein.
机译:从社会心理角度探讨数字游戏成瘾已引起广泛关注,因为数字游戏成瘾是与公共卫生相关的严重的社会计算问题。许多研究从经验上测试了抑郁和孤独对侵略的影响,但是很少有研究探讨心理社会建构之间的关系(即抑郁,孤独和侵略)及其对游戏成瘾的影响。此外,既未提出侵略在数字游戏成瘾中的中介作用,也未进行实证检验。此外,尽管已经提出了与游戏成瘾有关的心理建构作为多维概念,而数字游戏成瘾本身已被提出为多维建构,但很少有人提出和使用多维建构进行研究。这项研究试图通过从心理社会健康的角度提出数字游戏成瘾的集成模型来填补这些空白。尤其是,该研究具有三个目标:(1)提出一种二阶游戏成瘾模型,以解决孤独感,抑郁,攻击性和游戏成瘾之间的关系作为多维结构,并提出作为其他心理社会结构和游戏成瘾之间的中介的攻击性; (2)使用从实际在线游戏用户获得的调查数据对所提出的模型进行实证验证; (3)为游戏政策制定者在处理数字游戏成瘾问题方面提供新见解。基于经验发现,本文讨论了理论贡献和实践意义。

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    Konkuk Univ, Dept Digital Culture & Contents, Seoul, South Korea;

    Univ North Texas, Dept Informat Technol & Decis Sci, Denton, TX USA;

    Konkuk Univ, Dept Digital Culture & Contents, Seoul, South Korea;

  • 收录信息 美国《科学引文索引》(SCI);
  • 原文格式 PDF
  • 正文语种 eng
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