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Compensatory video gaming. Gaming behaviours and adverse outcomes and the moderating role of stress, social interaction anxiety, and loneliness
Behaviour & Information Technology ( IF 2.9 ) Pub Date : 2021-06-25 , DOI: 10.1080/0144929x.2021.1946154
Kevin Koban 1 , Jonathan Biehl 2 , Julian Bornemeier 3 , Peter Ohler 3
Affiliation  

ABSTRACT

Based on the general assumption that even problematic behaviours are associated with an inherently health-promoting motivation to cope with unpleasant or unsatisfying life situations, the compensatory model of media use focuses on how psychosocial vulnerabilities moderate links between media behaviours and adverse outcomes. The present paper means to further develop this approach by exploring the moderating role of state- and trait-level factors (state: perceived stress; trait: social interaction anxiety and loneliness) on the relation between video game consumption (i.e. playing duration and habitual gaming), motivations (i.e. achievement, social, immersion), and engagement (harmonious and obsessive engagement) within a large-scale sample of mostly heavy gamers. Overall, results provided further evidence for the compensatory approach, with perceived stress emerging as a critical psychosocial factor that intensified positive and negative relations between several gaming behaviours and harmful outcomes. Moreover, our results reiterated the heuristic importance of intra- and interpersonally pressured (i.e. obsessive) engagement to explain adverse gaming outcomes as well as self-determined (i.e. harmonious) engagement as a potentially fruitful gateway toward more healthy gaming. These findings constitute solid empirical groundwork that may contribute to effective prevention and intervention methods against problematic gaming.



中文翻译:

补偿性视频游戏。游戏行为和不良结果以及压力、社交焦虑和孤独感的调节作用

摘要

基于这样的一般假设,即即使是有问题的行为也与应对不愉快或不满意的生活情况的内在促进健康的动机相关,媒体使用的补偿模型侧重于社会心理脆弱性如何调节媒体行为与不良结果之间的联系。本文旨在通过探索状态和特征水平因素(状态:感知压力;特征:社交互动焦虑和孤独)对视频游戏消费(即玩持续时间和习惯性游戏)之间关系的调节作用来进一步发展这种方法)、动机(即成就、社交、沉浸感)和参与度(和谐和强迫性参与度)在主要是重度游戏玩家的大规模样本中。总体而言,结果为补偿方法提供了进一步的证据,随着感知到的压力成为一个关键的心理社会因素,它加强了几种游戏行为与有害结果之间的积极和消极关系。此外,我们的结果重申了内部和人际压力(即强迫)参与的启发式重要性,以解释不利的游戏结果以及自主(即和谐)参与作为通向更健康游戏的潜在富有成效的途径。这些发现构成了坚实的经验基础,可能有助于针对有问题的游戏提供有效的预防和干预方法。强迫性)参与来解释不利的游戏结果以及自主(即和谐)参与作为通向更健康游戏的潜在富有成效的途径。这些发现构成了坚实的经验基础,可能有助于针对有问题的游戏提供有效的预防和干预方法。强迫性)参与来解释不利的游戏结果以及自主(即和谐)参与作为通向更健康游戏的潜在富有成效的途径。这些发现构成了坚实的经验基础,可能有助于针对有问题的游戏提供有效的预防和干预方法。

更新日期:2021-06-25
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