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What drives problematic online gaming? The role of IT identity, maladaptive cognitions, and maladaptive emotions
Computers in Human Behavior ( IF 8.957 ) Pub Date : 2020-09-01 , DOI: 10.1016/j.chb.2020.106386
Xiang Gong , Chongyang Chen , Matthew K.O. Lee

Abstract This study examines the role of IT identity, maladaptive cognitions, and maladaptive emotions on problematic online gaming. By collecting multiwave survey data, embeddedness, self-efficacy, and perceived enjoyment are found to be key determinants of IT identity. Furthermore, IT identity positively influences intrusive thought, thought suppression, emotion irreplaceability, and negative emotion anticipation. Finally, intrusive thought, thought suppression, and negative emotion anticipation collectively predict problematic online gaming and fully mediate the effect of IT identity on problematic online gaming. This study contributes to the literature by offering noteworthy insights on the formation of problematic online gaming and identifying implications for effectively curbing problematic online gaming.

中文翻译:

是什么导致了有问题的在线游戏?IT 身份、适应不良认知和适应不良情绪的作用

摘要 本研究考察了 IT 身份、适应不良的认知和适应不良的情绪在有问题的在线游戏中的作用。通过收集多波调查数据,发现嵌入性、自我效能感和感知乐趣是 IT 身份的关键决定因素。此外,IT 身份对侵入性思维、思维抑制、情绪不可替代性和负面情绪预期产生积极影响。最后,侵入性思维、思维抑制和负面情绪预期共同预测有问题的网络游戏,并充分中介了 IT 身份对有问题的网络游戏的影响。本研究通过提供有关有问题的在线游戏的形成的值得注意的见解,并确定对有效遏制有问题的在线游戏的影响,为文献做出了贡献。
更新日期:2020-09-01
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