当前位置: X-MOL 学术Decis. Support Syst. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Exploring the effects of psychological ownership, gaming motivations, and primary/secondary control on online game addiction
Decision Support Systems ( IF 7.5 ) Pub Date : 2021-01-30 , DOI: 10.1016/j.dss.2021.113512
Xunyi Wang , Mohamed Abdelhamid , G. Lawrence Sanders

Online gaming has grown to be a very popular electronic entertainment for people throughout the world. However, the burgeoning popularity of online games in some cases leads to addiction, a phenomenon that has received considerable attention. The purpose of this study is to examine the effects of psychological ownership, gaming motivation, and primary–secondary control on online game addiction (OGA). Based on 436 valid responses collected from online questionnaires, the partial least squares structural equation modeling approach was employed to test the research model. Findings show that the motivations of achievement and escapism are positively associated with psychological ownership toward a virtual gaming environment. Of particular interest is the inverted-U relationship between psychological ownership and OGA, suggesting that too little or too much psychological ownership is associated with less OGA. Finally, individuals with high levels of primary (secondary) control are more (less) inclined to be addicted to online games.

This study provides practical implications and strategies to address the alarming increase in OGA. First, families, communities, and universities should encourage outdoor activities, such as sports competitions, and offline cosplay games to address the need for achievement and escapism. Second, individuals who play online games for relaxation should choose a relatively easy or hard mode to avoid game addiction. Finally, parents, teachers, and employers are encouraged to pay attention to individuals who have a high level of primary control since they can be susceptible to OGA. This study provides several theoretical contributions. First, the study enriches OGA and the gaming motivation literature by exploring the roles of gaming motivation, psychological ownership, and personal control strategies as they can be a factor in OGA. In addition, this study is the first to investigate the dark side of psychological ownership in terms of negative outcomes for OGA. This study also advances the personal control strategy literature by understanding the roles of primary and secondary control on OGA.



中文翻译:

探索心理所有权,游戏动机和主要/次要控制对在线游戏成瘾的影响

在线游戏已成为世界各地人们非常流行的电子娱乐。但是,在某些情况下,在线游戏的迅速普及会导致成瘾,这种现象已引起广泛关注。这项研究的目的是检验心理所有权,游戏动机以及初次控制对网络游戏成瘾(OGA)的影响。基于从在线调查表中收集到的436条有效答案,采用偏最小二乘结构方程建模方法对研究模型进行测试。研究结果表明,成就和逃避现实的动机与对虚拟游戏环境的心理主人翁正相关。特别值得关注的是心理所有权与OGA之间的倒U关系,这表明,心理所有权过少或过少与OGA减少有关。最后,具有较高的主要(次要)控制权的人更(更少)倾向于沉迷于网络游戏。

这项研究提供了解决OGA惊人增长的实际意义和策略。首先,家庭,社区和大学应该鼓励户外活动,例如体育比赛和脱机角色扮演游戏,以解决成就和逃避现实的需求。其次,玩网络游戏放松的个人应选择相对容易或困难的模式,以避免游戏成瘾。最后,鼓励父母,老师和雇主注意那些具有较高基本控制权的人,因为他们容易受到OGA的影响。这项研究提供了一些理论上的贡献。首先,该研究通过探讨游戏动机,心理所有权和个人控制策略的作用来丰富OGA和游戏动机文献,因为它们可能是OGA中的一个因素。此外,这项研究是第一个从OGA负面结果的角度研究心理所有权的阴暗面的研究。这项研究还通过了解主要控制和次要控制在OGA中的作用来推进个人控制策略的文献。

更新日期:2021-03-25
down
wechat
bug