和谐和强迫性的参与,自尊和幸福。对MMORPG玩家的纵向研究

IF 2.4 3区 心理学 Q1 COMMUNICATION Cyberpsychology-Journal of Psychosocial Research on Cyberspace Pub Date : 2021-01-01 DOI:10.5817/cp2021-3-1
Federica Sibilla, A. Musetti, T. Mancini
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引用次数: 5

摘要

本研究从Vallerand及其同事(2003)的激情二元模型出发,旨在识别mmorpg中的“强迫性”和“和谐性”参与,并验证它们与玩家自尊和幸福感的关系。147名国际MMORPG玩家参与了一项纵向设计,他们填写了3次在线问卷,测量游戏参与程度(包括网络游戏障碍(IGD)症状、玩视频游戏的时间、玩游戏时的存在感和化身识别)、整体自尊和幸福感(即有意义的生活、投入的生活和愉快的生活)。结果支持这两种不同类型的参与:强迫性参与,其特征是IGD症状与游戏时间密切相关;和谐参与,其特点是存在、化身识别和IGD症状之间的密切联系。交叉滞后效应表明,随着时间的推移,低自尊和低意义的生活预示着强迫性参与,而强迫性参与又预示着投入的生活。目前的研究有助于更好地理解电子游戏使用与用户自尊和幸福感之间的影响。此外,它有助于对电子游戏中问题卷入的理论辩论,也为问题游戏的评估和预防提供了一些指示。
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Harmonious and obsessive involvement, self-esteem, and well-being. A longitudinal study on MMORPG players
Starting from the dualistic model of passion by Vallerand and colleagues (2003), this study aimed to identify “obsessive” and “harmonious” involvements in MMORPGs and to verify their relationships with players’ self-esteem and well-being. An international sample of 147 MMORPG players participated in a longitudinal design filling out for 3 times an online questionnaire measuring game involvement (in terms of Internet Gaming Disorder [IGD] symptoms, time spent playing the video game, sense of presence while playing, and avatar identification), global self-esteem, and well-being (i.e., meaningful life, engaged life, and pleasant life). Results supported the presence of these two different types of involvement: Obsessive involvement, characterized by a close association between IGD symptoms and playing time; Harmonious involvement, characterized by a close association between presence, avatar identification, and IGD symptoms. Cross-lagged effects showed that, over time, low self-esteem and low meaningful life predicted obsessive involvement, which in turn predicted engaged life. The present study contributes to a better understanding of the effects between video games use and the users’ self-esteem and well-being. Furthermore, it contributes to the theoretical debate about problematic involvement in videogames, also providing some indications about problematic gaming assessment and prevention.
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来源期刊
CiteScore
3.60
自引率
6.90%
发文量
39
审稿时长
50 weeks
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