Influence of Mobile Online Battle Arena (MOBA) Addiction on Psychological Discomfort

Greg Adrian D Cañamo, Trishia Nicole G Lantaco, Hazel D Omblero, C. L. Culajara
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Abstract

An American Psychological Association study indicates that engaging in video games can improve a variety of cognitive abilities, including problem-solving, memory, spatial navigation, and reasoning. However, significant studies on the detrimental impacts of gaming, such as addiction, depression, and aggressiveness, have been found in several studies. Nevertheless, there is a lack of exploration of the effect of specific game genre addiction on the psychological well-being of students, not only in the Philippines but also around the world. The researchers used a quantitative, predictive design for this study. A total of 350 respondents participated in the study. In terms of MOBA usage, the average engagement level among college students was x̄ = 3.04, SD = 1.25. The study findings suggest that college students, on average, reported mild levels of psychological discomfort (x̄ = 2.27, SD = 0.742). Despite their involvement in MOBA activities, there appears to be a baseline level of psychological discomfort among participants. The researchers concluded that there is a positive significant correlation between MOBA addiction and psychological discomfort. Regression analysis, conducted with a significance threshold of 0.05, revealed that only the “Withdrawal” subscale of MOBA Addiction exhibited a predictive relationship (p = 0.03) Despite the significance of these findings, it is essential for future studies to address potential biases in participants’ responses. Additionally, it is recommended that future researchers conduct qualitative inquiries to provide a comprehensive understanding of the variables involved.
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移动在线竞技场(MOBA)成瘾对心理不适的影响
美国心理学协会的一项研究表明,参与电子游戏可以提高各种认知能力,包括解决问题、记忆、空间导航和推理能力。然而,在一些研究中也发现了游戏的有害影响,如上瘾、抑郁和攻击性。然而,对于特定游戏类型成瘾对学生心理健康的影响,不仅在菲律宾,在全世界都缺乏探索。研究人员在本研究中采用了定量预测设计。共有 350 名受访者参与了研究。在 MOBA 的使用方面,大学生的平均参与度为 x̄ = 3.04,SD = 1.25。研究结果表明,大学生的平均心理不适程度为轻度(x̄ = 2.27,SD = 0.742)。尽管参与了 MOBA 活动,但参与者的心理不适程度似乎处于基线水平。研究人员认为,MOBA 上瘾与心理不适之间存在显著的正相关。以 0.05 为显著性阈值进行的回归分析表明,只有 MOBA 上瘾的 "戒断 "分量表显示出预测关系(p = 0.03)。 尽管这些发现很重要,但今后的研究必须解决参与者回答中可能存在的偏差。此外,建议未来的研究人员进行定性调查,以全面了解相关变量。
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