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May I continue or should I stop? the effects of regulatory focus and message framings on video game players’ self-control

机译:我可以继续还是应该停下来?监管重点和信息框架对视频游戏玩家自我控制的影响

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摘要

Two types of motivations exist in terms of regulatory focus: a promotion orientation concerned with advancement and achievement and a prevention orientation concerned with safety and security. The central premise of this research is that promotion-focused and prevention-focused players differ in their sensitivity to message frames and therefore respond with different levels of self-control. This study adopted a 2 (message frames: positive vs. negative) × 2 (regulatory focus: promotion vs. prevention) between-subjects design; the results confirmed the hypotheses that, for promotion-focused players, negative messages are significantly effective in preventing them from becoming addicted to the games; meanwhile, for prevention-focused players, positive messages significantly influenced players, leading them to become addicted. Hence, video games’ negative and addiction-related messages should be enhanced whereas positive messages should be cautiously released.
机译:就监管重点而言,存在两种动机:与进步和成就有关的晋升导向与与安全和保障有关的预防导向。这项研究的中心前提是,以晋升为重点和以预防为重点的参与者对信息框架的敏感性不同,因此对自我控制的反应程度也不同。这项研究采用了2个(消息框架:正面与负面)×2(法规重点:促进与预防)受试者之间的设计;结果证实了以下假设:对于以晋升为重点的玩家,负面信息在防止他们沉迷于游戏方面非常有效;同时,对于以预防为主的玩家,积极的信息会极大地影响玩家,使他们上瘾。因此,应增强视频游戏的消极信息和与上瘾有关的信息,而谨慎发布积极信息。

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