手机游戏问题:手机游戏习惯、环境和平台的作用。

IF 1.9 3区 社会学 Q3 SUBSTANCE ABUSE Nordic Studies on Alcohol and Drugs Pub Date : 2022-08-01 Epub Date: 2022-04-07 DOI:10.1177/14550725221083189
André Syvertsen, Angelica B Ortiz de Gortari, Daniel L King, Ståle Pallesen
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引用次数: 5

摘要

目标:手机游戏是一种主要的游戏形式,以其便携性和游戏特性而闻名,这些特性能够激励玩家持续体验和消费。这种参与也可能带来问题,但问题游戏(PG)的研究倾向于关注非手机形式的游戏。该研究基于横断面观察设计,即招募高中学生进行关于手机游戏的调查。受访者年龄在16岁至23岁之间(n = 519;男性52.4%;平均年龄= 17.2岁,SD = 1.1)。方法:我们检查了(1)与PG相关的游戏频率、游戏环境和游戏内消费;(2)游戏情境与学习成绩和睡眠质量的关系;(3)基于游戏平台(即在手机,主机/计算机或混合平台上玩游戏)的PG,使用Kruskal-Wallis测试,卡方测试和Spearman秩序相关性。结果:PG与每周手机游戏时间呈正相关(η2 =。2, p 2 =。03、p p p rs =。18, p rs =。结论:未来的研究应该包括对手机游戏的具体测量,因为它似乎与问题游戏有关,尽管程度不如主机和电脑游戏。
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Problem mobile gaming: The role of mobile gaming habits, context, and platform.

Aims: Mobile gaming is a dominant form of gaming, known for its portability and for game characteristics that motivate continuous play and spending. Such involvement may also turn problematic, but research on problem gaming (PG) has tended to focus on non-mobile forms of gaming. The study was based on a cross-sectional observational design where students in upper secondary schools were recruited to a survey about mobile gaming. The age of the respondents ranged from 16 to 23 years (n = 519; 52.4% men; mean age = 17.2 years, SD = 1.1). Methods: We examined (1) gaming frequency, gaming contexts, and in-game spending in relation to PG; (2) gaming context in relation to academic achievement and sleep quality; and (3) PG according to gaming platform (i.e., playing on mobile, console/computer, or mixed platforms) with Kruskal-Wallis tests, chi-square tests and Spearman rank-order correlations. Results: PG was positively associated with mobile gaming hours per week (η2 = .02, p < .01), minutes per session (η2 = .03, p < .001), making in-app purchases (Cramer's V = .15, p < .05), and gaming during homework (Cramer's V = .14, p < .05). Statistically significant associations were found between mobile gaming in bed and later sleep midpoint for weekdays (rs  = .18, p < .001) and weekends (rs  = .11, p < .05). Mixed platform gamers had increased likelihood of PG, console/computer gamers had increased likelihood of being at risk for PG, and mobile gamers had lower risk for PG (Cramer's V = .18, p < .001). Conclusion: Future studies should include specific measures of mobile gaming as it appears implicated in problem gaming, albeit to a lesser degree than console and computer gaming.

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来源期刊
CiteScore
3.90
自引率
11.80%
发文量
36
审稿时长
30 weeks
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