Down the Digital Rabbit Hole: Objectification Increases Problematic Gaming.

IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Cyberpsychology, behavior and social networking Pub Date : 2025-01-17 DOI:10.1089/cyber.2024.0362
Jiaxin Shi,Zaixuan Zhang,Zhansheng Chen,Tianhua Wei,Xianyou He
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Abstract

Objectification, being perceived and treated merely as an object with a denial of one's humanness, has been linked to numerous adverse outcomes in daily life. Despite this, its influence on online behaviors, particularly problematic gaming, remains underexplored. The current research (total N = 1,000) extends the literature on objectification by investigating the effect of objectification on problematic gaming. Study 1, with a correlational design (N = 300), established a significant association between objectification and problematic gaming. Subsequent experimental studies (Studies 2 and 3) demonstrated that objectification directly contributes to increased problematic gaming intentions. Study 2, with a measurement-of-mediation design (N = 300), also identified escapism as a mediating factor, suggesting that objectification intensifies the motive to escape from reality, thereby increasing problematic gaming intentions. Furthermore, Study 3, with a moderation design (N = 400), revealed that perceived meaning in life could mitigate the negative impact of objectification on problematic gaming intentions. Collectively, these findings advance our understanding of the detrimental effects of objectification, highlighting its role in problematic gaming and identifying the potential intervention.
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数字化兔子洞:物化会增加游戏问题
物化,即仅仅被视为一种否定人性的客体,与日常生活中的许多不良后果有关。尽管如此,它对在线行为的影响,特别是对问题游戏的影响,仍未得到充分研究。目前的研究(总N = 1000)通过调查客观化对问题游戏的影响,扩展了客观化的文献。研究1采用相关设计(N = 300),确立了物化与问题游戏之间的显著关联。随后的实验研究(研究2和3)表明,物化直接导致问题游戏意图的增加。研究2采用中介测量设计(N = 300),也将逃避主义确定为中介因素,表明物化强化了逃避现实的动机,从而增加了有问题的游戏意图。此外,研究3采用适度设计(N = 400),揭示了生活中的感知意义可以减轻物化对有问题的游戏意图的负面影响。总的来说,这些发现促进了我们对客观化有害影响的理解,突出了它在问题游戏中的作用,并确定了潜在的干预措施。
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来源期刊
CiteScore
9.60
自引率
3.00%
发文量
123
期刊介绍: Cyberpsychology, Behavior, and Social Networking is a leading peer-reviewed journal that is recognized for its authoritative research on the social, behavioral, and psychological impacts of contemporary social networking practices. The journal covers a wide range of platforms, including Twitter, Facebook, internet gaming, and e-commerce, and examines how these digital environments shape human interaction and societal norms. For over two decades, this journal has been a pioneering voice in the exploration of social networking and virtual reality, establishing itself as an indispensable resource for professionals and academics in the field. It is particularly celebrated for its swift dissemination of findings through rapid communication articles, alongside comprehensive, in-depth studies that delve into the multifaceted effects of interactive technologies on both individual behavior and broader societal trends. The journal's scope encompasses the full spectrum of impacts—highlighting not only the potential benefits but also the challenges that arise as a result of these technologies. By providing a platform for rigorous research and critical discussions, it fosters a deeper understanding of the complex interplay between technology and human behavior.
期刊最新文献
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