中国青少年 MOBA 游戏玩家的游戏行为:人口统计学、特质攻击和游戏动机的影响

Shuai Chen, Bo Mao, Xu Wang, Mingchen Wei, Yanling Liu
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摘要

游戏行为会影响游戏玩家在现实生活中的心理和行为发展。以往的研究表明,人口统计学特征和基本人格特征与大型多人在线角色扮演游戏中的游戏行为有关。然而,人们对特质攻击性和游戏动机的作用知之甚少,尤其是在多人在线竞技场游戏中。因此,本研究旨在探讨人口统计学、特质攻击性和游戏动机如何影响多人在线竞技场游戏行为。共有 1316 名中国青少年《王者荣耀》游戏玩家回答了与人口统计学信息、特质攻击性、游戏动机(社交型、竞争型、逃避型、故事驱动型、完成型和自作聪明型)和游戏行为(攻击、获胜、创造和帮助)相关的问题。多元线性回归模型的结果显示,男性、社交者、完成主义者和自作聪明者更有可能表现出攻击、获胜、创造和帮助行为。特质攻击性预测了攻击、获胜和创造行为。此外,年龄和竞争者量表对攻击行为和获胜行为有积极的预测作用。同时,逃避者倾向于攻击和创造行为,而故事驱动型玩家则表现出创造和帮助行为。这些结果可能有助于解释游戏行为的个体差异以及游戏玩家的电子游戏行为与现实生活行为之间的关系。
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Game Behaviors among Adolescent MOBA Gamers in China: The Effects of Demographics, Trait Aggression, and Game Motivations
Game behaviors affect gamers' psychological and behavioral development in real life. Previous studies have shown that demographic and basic personality traits are associated with game behaviors in massively multiplayer online role-playing games. However, little is known about the roles of trait aggression and game motivations, especially in multiplayer online battle arena games. Thus, the aim of this study was to investigate how demographic, trait aggression, and game motivations affect multiplayer online battle arena game behaviors. A total of 1,316 Chinese adolescent gamers who play Honor of Kings responded to questions related to demographic information, trait aggression, game motivations (socializer, competitor, escapist, story-driven, completionist, and smarty-pants), and game behaviors (aggressing, winning, creating, and helping). The multiple linear regression model results showed that males, socializers, completionists, and smarty-pants were more likely to exhibit aggressing, winning, creating, and helping behaviors. Trait aggression predicted aggressing, winning, and creating behaviors. Moreover, age and competitor scale positively predicted aggressing and winning behaviors. Meanwhile, escapists tended to engage in aggressing and creating behaviors, and story-driven players exhibited creating and helping behaviors. These results may be useful in explaining individual differences in game behaviors and the relationships between video game and real-life behaviors for gamers.
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