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Need satisfaction, passion, empathy and helping behaviour in videogame play
Computers in Human Behavior ( IF 9.0 ) Pub Date : 2021-04-16 , DOI: 10.1016/j.chb.2021.106817
Daniel Johnson , Xiang Zhao , Katherine White , Varuni Wickramasinghe

The primary aim of the current study was to explore the extent to which videogame helping behaviour could be explained by need satisfaction and passion. The study extends previous research by looking specifically at in-game helping behaviour which has relevance for a range of wellbeing outcomes as well as reducing in-game toxicity. Survey data were collected from 389 participants assessing need satisfaction, passion, empathy and in-game helping behaviour during the past four weeks. Path analysis revealed that helping behaviour is associated with empathy which is more likely in the context of harmonious passion and less likely in context of obsessive passion. Competence and Relatedness were also found to increase the likelihood of helping behaviour.



中文翻译:

在电子游戏中需要满足感,热情,同情心和帮助行为

当前研究的主要目的是探索在多大程度上可以通过需求满意度和热情来解释电子游戏的帮助行为。这项研究通过专门研究与一系列健康结果以及降低游戏中毒性有关的游戏中帮助行为,扩展了先前的研究。从389名参与者那里收集了调查数据,评估了过去四个星期中的需求满意度,激情,同情心和游戏中的帮助行为。路径分析显示,帮助行为与同理心相关,在和谐热情的背景下更有可能,而在强迫性热情的背景下则不太可能。能力和相关性也被发现增加了帮助行为的可能性。

更新日期:2021-04-26
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