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Are video games intrinsically addictive? An international online survey
Computers in Human Behavior ( IF 8.957 ) Pub Date : 2020-11-01 , DOI: 10.1016/j.chb.2020.106464
Gavin J.M. Entwistle , Alexander Blaszczynski , Sally M. Gainsbury

Abstract Introduction Gaming Disorder is a new category in the ICD-11 despite mixed evidence supporting its validity. In order to determine if this is a distinct and separate category of addiction, it is necessary to demonstrate a link between the inherent properties of video games, and problematic symptoms. The current study aimed to evaluate this link by examining differences in problematic video game use (PVGU) across different video game genres. Materials and methods Participants (N = 1958) aged 14 and above were recruited internationally through online English language video game forums and completed an online survey 10–30 min in length. Results When controlling for participants’ age and self-rated impulsivity scores, there were no overall differences in PVGU between genres (i.e., Role Playing Game, Action/Adventure, Shooter, Strategy, Simulation), or across different proportions of social play. Self-rated impulsivity and frequency of playtime were uniquely and positively associated with PVGU. Conclusion The current study does not support the assertion that the type of video game played is related to levels of problem use, challenging the idea that video games themselves are ‘addictive’. Future research should explore whether, when controlling for impulsivity and social play, online only or Massively Multiplayer Online games are predictive of PVGU.

中文翻译:

电子游戏本质上会让人上瘾吗?一项国际在线调查

摘要 介绍 游戏障碍是 ICD-11 中的一个新类别,尽管支持其有效性的证据不一。为了确定这是否是一个独特且独立的成瘾类别,有必要证明视频游戏的固有特性与问题症状之间的联系。当前的研究旨在通过检查不同视频游戏类型之间有问题的视频游戏使用 (PVGU) 的差异来评估这种联系。材料和方法 14 岁及以上的参与者(N = 1958)通过在线英语视频游戏论坛在国际上招募,并完成了 10-30 分钟的在线调查。结果 当控制参与者的年龄和自评冲动分数时,不同类型(即角色扮演游戏、动作/冒险、射击、策略、模拟),或跨越不同比例的社交游戏。自评冲动和游戏时间频率与 PVGU 独特且正相关。结论 目前的研究不支持所玩视频游戏类型与问题使用水平相关的断言,挑战了视频游戏本身“令人上瘾”的观点。未来的研究应该探索在控制冲动和社交游戏时,仅在线游戏或大型多人在线游戏是否可以预测 PVGU。挑战电子游戏本身“令人上瘾”的想法。未来的研究应该探索在控制冲动和社交游戏时,仅在线游戏或大型多人在线游戏是否可以预测 PVGU。挑战电子游戏本身“令人上瘾”的想法。未来的研究应该探索在控制冲动和社交游戏时,仅在线游戏或大型多人在线游戏是否可以预测 PVGU。
更新日期:2020-11-01
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