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Avatar- and self-related processes and problematic gaming: A systematic review

机译:头像和自相关过程和有问题的游戏:系统评价

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The concept of self has become increasingly relevant to understanding the psychological mechanisms of problematic online gaming. Many gaming activities feature in-game avatars that enable the adoption of, and experimentation with, different roles and identities. Avatars enable players to compensate for perceived deficiencies in their real-world self (e.g., lack of physical strength, beauty, or social status). Currently, how avatarand self-related processes may develop and maintain problematic gaming, including gaming disorder (GD), is unclear. This systematic review examined 18 quantitative studies of avatar- and self-related concepts and problematic gaming, including 13 survey-based and 5 neuroimaging studies. Despite variability in the conceptualization and measurement of avatar/self-related concepts, survey-based studies have consistently reported that negative self-concept, avatar identification, and large self-avatar discrepancies are significantly associated with problematic gaming. Poor self-concept appears to be a risk factor for GD, particularly for games that facilitate role-playing and identity formation. Further research and clinical evidence are needed to explain how avatar- and self-related processes may relate to the addictive mechanisms of GD (e.g., cognitive distortions, reward-seeking, inhibitory control, self-regulation systems), amid calls for problem gaming-related assessment and interventions to incorporate a focus on avatar identification.
机译:自我的概念与理解有问题的在线游戏的心理机制越来越相关。许多游戏活动功能包括游戏中的头像,使采用和实验与不同的角色和身份进行。 Avatars使玩家能够弥补他们真实世界的缺陷(例如,缺乏体力,美容或社会地位)。目前,阿凡达和自相关过程如何发展和维护有问题的游戏,包括游戏障碍(GD),尚不清楚。这种系统审查检测了18项对头像和自相关概念和有问题的游戏的定量研究,包括基于13个调查和5个神经影像学研究。尽管有概念的概念化和测量的变化,但基于调查的研究一直报道,负面自我概念,头像识别和大型自身性差异与有问题的游戏显着相关。糟糕的自我概念似乎是GD的危险因素,特别是对于促进角色扮演和身份形成的游戏。需要进一步的研究和临床证据来解释头像和自相关过程如何与GD的上瘾机制有关(例如,认知扭曲,奖励,抑制,自我调节系统),在呼唤问题游戏时 - 相关评估和干预措施,融入了对头像识别的关注。

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