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Are some video games associated with more life interference and psychopathology than others? Comparing massively multiplayer online role-playing games with other forms of video game

机译:一些视频游戏是否比其他游戏具有更多的生活干扰和心理病理学?将大型多人在线角色扮演游戏与其他形式的视频游戏进行比较

摘要

© 2014 The Australian Psychological Society. Massively multiplayer online role-playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non-MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non-MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.
机译:©2014澳大利亚心理学会。大型多人在线角色扮演游戏(MMORPG)是一种视频游戏,在频繁密集地玩时,被认为具有与生活干扰和心理病理学相关的特殊潜力。这项研究试图在问题使用,生活干扰和心理病理学水平方面将MMORPG的玩家与其他类型的视频游戏的玩家进行比较。来自1,945名视频游戏玩家的国际样本在网上完成了一系列调查问卷。尽管与非MMORPG玩家相比,MMORPG玩家报告了有问题的使用和生活干扰的发生率有所增加,但心理病理学水平没有差异。 MMORPG玩家和非MMORPG玩家之间的差异似乎与MMORPG玩家玩游戏的时间增加有关:玩游戏所花费的时间似乎是在调节游戏类型与有问题的使用和生活干扰之间的关系。变量。讨论了这些发现的含义。

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