电子游戏参与性和问题游戏在早期生命过程中的特定类型调查

Geoffrey L. Ream, Luther Elliott, E. Dunlap
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引用次数: 12

摘要

该研究探讨了特定电子游戏类型的用户粘性的预测因素,以及特定类型玩家在生命早期经历的问题游戏程度。年龄在18-29岁的电子游戏玩家(n = 692)在纽约市的电子游戏零售店、游戏厅、会议和其他与电子游戏相关的环境中招募。参与者完成了计算机辅助个人访谈(CAPI),包括当时的人口统计和个性测量,以及生命历史日历(LHC),测量从6岁到现在每年的视频游戏、学校/工作参与度、咖啡因和糖的消耗。研究发现,大多数游戏类型的玩家在童年时期会增加,在20岁时达到顶峰,然后在成年初期下降。用户粘性的群体效应也出现了,这可能是由于我们的参与者在12岁年龄段的各种类型的可用性和受欢迎程度的变化。大多数类型的问题游戏与年龄呈负相关或不显著相关。寻求刺激是问题游戏唯一一致的积极预测因素。本文还详细讨论了其他变量与特定类型游戏的粘性和问题玩法之间的关系。
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A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course
This study explored predictors of engagement with specific video game genres, and degree of problem play experienced by players of specific genres, during the early life course. Video game players ages 18–29 (n = 692) were recruited in and around video game retail outlets, arcades, conventions, and other video game related contexts in New York City. Participants completed a Computer-Assisted Personal Interview (CAPI) of contemporaneous demographic and personality measures and a Life-History Calendar (LHC) measuring video gaming, school/work engagement, and caffeine and sugar consumption for each year of life ages 6 - present. Findings were that likelihood of engagement with most genres rose during childhood, peaked at some point during the second decade of life, and declined through emerging adulthood. Cohorts effects on engagement also emerged which were probably attributable to changes in the availability and popularity of various genres over the 12-year age range of our participants. The relationship between age and problem play of most genres was either negative or non-significant. Sensation-seeking was the only consistent positive predictor of problem play. Relationships between other variables and engagement with and problem play of specific genres are discussed in detail.
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