COVID-19大流行期间的游戏:研究其对孤独和动机的影响,竞技玩家和休闲玩家之间的游戏和满足感差异

Jin Yang , Ruoxu Wang , Amy Cook , Rhema Fuller
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引用次数: 0

摘要

这项研究考察了玩电子游戏与孤独之间的关系,并比较了新冠肺炎大流行期间竞技玩家和娱乐玩家在游戏、动机、满足感和未来意图方面的表现。总体而言,研究发现,玩家在疫情期间感到适度孤独,第一人称射击游戏、格斗游戏和体育游戏在克服孤独感方面发挥了作用。研究还发现,有竞争力的玩家在所有类型的游戏上花费的时间都更多。特别是,多人在线竞技场(MOBA)和格斗游戏在竞技玩家中更受欢迎,因为它们对技能要求更高。研究发现,竞技选手和娱乐选手有不同的动机。竞技选手更受竞争、成就和Schwabim的激励,而娱乐选手更受逃跑和消磨时间的激励。最后,娱乐玩家比竞技玩家感到更欣慰,并表示未来比竞技玩家更愿意重返游戏。
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Gaming during the COVID-19 pandemic: Examining its effect on loneliness & motivation, playing and gratification differences between competitive and recreational gamers

This study examined the relationship between video game playing and loneliness and compared competitive players and recreational players in gaming, motivations, gratifications and future intentions during the COVID-19 pandemic period. Overall, the study found players felt moderately lonely during the pandemic, and first-person shooter (FPS) games, fighting games and sports games made a difference in overcoming the lonely feelings. The study also found competitive players spent more time on all genres of games. In particular, multiplayer online battle arena (MOBA) and fighting games were more popular among competitive players as they were more skill demanding. The study found competitive players and recreational players had different motivations. Competitive players were more motivated by competition, achievement, and Schwabism, whereas the recreational players were more motivated by escape and passing time. Lastly, recreational players felt more gratified than competitive players and expressed a stronger intent to return to gaming in the future than competitive players.

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