Devoted or addicted?Modeling gaming addiction in eSports

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in Human Behavior Pub Date : 2024-10-11 DOI:10.1016/j.chb.2024.108470
Mirella Yani-de-Soriano , Thiago Rafael Ferreira Marques , Tânia Veludo-de-Oliveira , Suzana Valente Battistella-Lima
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Abstract

eSports is enjoyed by many gamers worldwide; however, gaming addiction poses a serious challenge for eSports users and society. This study employs social learning theory (SLT) as an overarching theory to examine how eSports consumption can lead to addiction and identify users who are at higher risk of developing addictive behavior. We employed a face-to-face survey of 230 Brazilian eSports users to develop and test a model of gaming addiction in eSports, which was analyzed using partial least squares structural equation modeling. The findings revealed positive and significant relationships between eSports athlete role model influence and user devotion, user devotion and gaming addiction, and gaming addiction and guilt. Furthermore, the relationship between eSports athletes role model influence and guilt is sequentially mediated by user devotion and gaming addiction, and users with lower (higher) levels of competitiveness are more (less) at risk of addiction. This is the first study to provide a consumer psychology perspective on user behavior that offers novel insights into the interplay between eSports athletes role model influence, user devotion, and competitiveness in driving addictive behavior. Importantly, the findings reveal the significant role of competitiveness in buffering against gaming addiction. Theoretically, our model, underpinned by SLT, demonstrates that the social environment, personal factors, and gaming addiction itself are reciprocally related to each other in determining addictive behavior. This conceptualization implies that interventions targeting one factor impact all other factors as gaming addiction is continually evolving in response to changes in the environment and the user.
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投入还是沉迷?电子竞技中的游戏成瘾建模
电子竞技受到全世界众多玩家的喜爱,然而,游戏成瘾对电子竞技用户和社会都构成了严峻的挑战。本研究采用社会学习理论(SLT)作为总体理论,研究电子竞技消费如何导致成瘾,并识别出哪些用户有更高的成瘾行为风险。我们对 230 名巴西电子竞技用户进行了面对面调查,建立并测试了电子竞技游戏成瘾模型,并使用偏最小二乘法结构方程模型对该模型进行了分析。研究结果显示,电子竞技运动员的榜样影响与用户投入程度、用户投入程度与游戏成瘾、游戏成瘾与内疚感之间存在正向显著关系。此外,电子竞技运动员的榜样影响与内疚感之间的关系依次通过用户投入度和游戏成瘾来中介,竞争力水平较低(较高)的用户更容易(较少)成瘾。这是第一项从消费心理学角度研究用户行为的研究,该研究对电子竞技运动员的榜样影响力、用户投入度和竞争力在驱动成瘾行为方面的相互作用提供了新的见解。重要的是,研究结果揭示了竞争力在缓冲游戏成瘾方面的重要作用。从理论上讲,我们的模型以 SLT 为基础,证明了社会环境、个人因素和游戏成瘾本身在决定成瘾行为时是相互关联的。这一概念意味着,针对某一因素的干预措施会影响所有其他因素,因为游戏成瘾会随着环境和使用者的变化而不断演变。
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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