《英雄联盟》和《堡垒之夜》玩家的攻击性表达——一个简短的报告。

Q4 Medicine Psychiatria Hungarica Pub Date : 2021-01-01
Benedek Bálint, Tamás Tényi, Sára Jeges, Lawrence R Bernstein, Áron B Békési
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引用次数: 0

摘要

背景和目的:我们的主要目标是确定和比较两款最流行的在线游戏——《英雄联盟》和《堡垒之夜:大逃杀》的玩家以及非游戏玩家使用的愤怒表达策略。方法:研究对象450人,其中男性338人,女性112人。将样本进一步分为四组:1。不玩电子游戏;2. 《英雄联盟》玩家;3.Fortnite玩家;和4。英雄联盟和堡垒之夜的玩家。愤怒属性使用匈牙利版的20项愤怒表达量表(Oláh 1987;Spielberger, 1985)。使用多项逻辑回归分析受试者年龄和性别的作用,预测受试者是非游戏玩家还是游戏玩家。通过使用愤怒表达量表对受试者进行进一步评估,该量表决定了个体的“内怒”(将愤怒转向内心或抑制愤怒)和“外怒”(向外表达愤怒)特征。在模型中加入了“愤怒进”和“愤怒出”变量。结果:与《英雄联盟》玩家相比,《堡垒之夜》玩家的愤怒表达策略更为被动(anger - in)。与非玩家相比,《堡垒之夜》和《英雄联盟》的玩家拥有更被动的愤怒表达策略。讨论与结论:需要进一步研究来确定游戏本身是否对玩家的愤怒表达策略有决定性影响,或者玩家的个性和愤怒表达策略是否使他们倾向于选择一种游戏而不是另一种游戏。
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Aggression expression among League of Legends and Fortnite players - a brief report.

Background and aims: Our primary goal was to determine and compare the anger expression strategies used by players of the two most popular online games, League of Legends and Fortnite Battle Royale, as well as those used by non-gamers.

Methods: The study sample was comprised of 450 subjects, of whom 338 were males and 112 females. The sample was further divided into four groups: 1. Non-gamers; 2. League of Legends gamers; 3. Fortnite gamers; and 4. League of Legends and Fortnite gamers. Anger attributes were measured using the validated Hungarian version of the 20-item Anger Expression Scale (Oláh 1987; Spielberger, 1985). Multinomial Logistic Regression was used to analyze the role of age and gender of the subjects to predict whether subjects were non-gamers or gamers. Subjects were further assessed by employing the Anger Expression Scale, which determines Anger-In (turning anger inwards or suppressing anger) and Anger-Out (expressing anger outwardly) profiles of individuals. The Anger-In and Anger-Out variables were added to the model.

Results: Compared to League of Legends gamers, Fortnite gamers had a more passive (Anger-In) anger expression strategy. Fortnite and League of Legends gamers possessed a more passive anger expression strategy relative to nongamers.

Discussion and conclusion: Further research is needed to determine whether the games themselves have a determining influence on the gamers anger expression strategy, or whether the gamers personality and anger expression strategy predisposed them to choose one game over the other.

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来源期刊
Psychiatria Hungarica
Psychiatria Hungarica Medicine-Medicine (all)
CiteScore
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