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Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being
Cyberpsychology, Behavior, and Social Networking ( IF 6.135 ) Pub Date : 2022-05-10 , DOI: 10.1089/cyber.2021.0321
Ethan Luxford 1 , Selen Türkay 2 , Julian Frommel 3 , Stephanie J Tobin 1 , Regan L Mandryk 4 , Jessica Formosa 2 , Daniel Johnson 2
Affiliation  

Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness. This may lead them to develop a passion for the activity, which can be harmonious or obsessive. These different types of passions are associated with different well-being outcomes: harmonious passion (HP) is associated with positive effects such as Satisfaction with Life (SWL), obsessive passion (OP) is associated with adverse effects such as psychological distress. Although time spent playing video games has sometimes been found to be a predictor of poor well-being, there is a lack of understanding in its role in explaining the relationship between passion and well-being compared with other factors. Self-regulation is an important factor in predicting habits, including video game play. In this cross-sectional study (N = 182), we investigated whether self-regulation or playtime better mediated the associations between different passion orientations and well-being (i.e., SWL, global subjective well-being, and psychological distress) among video game players. A path analysis revealed that people with higher HP for video games reported higher levels of self-regulation and those with higher OP for video games reported lower levels of self-regulation. Our findings also indicate that self-regulation provides a more comprehensive explanation for the relationship between passion and well-being. Overall, this study provides further support for the importance of self-regulation as a determinant of well-being in video game players rather than more arguably surface-level metrics such as time spent playing. These findings have implications for game developers and clinicians who design interventions for individuals who may experience unregulated video game play.

中文翻译:

自我调节作为对电子游戏的热情与幸福感之间关联的中介

电子游戏可以满足人们对自主性、能力和关联性的基本心理需求。这可能会导致他们对活动产生热情,这种热情可以是和谐的,也可以是强迫性的。这些不同类型的激情与不同的幸福结果相关:和谐激情(HP)与生活满意度(SWL)等积极影响相关,强迫激情(OP)与心理困扰等不利影响相关。尽管有时发现玩电子游戏的时间是幸福感不佳的预测指标,但与其他因素相比,人们对它在解释激情与幸福感之间关系方面的作用缺乏了解。自我调节是预测习惯的一个重要因素,包括玩电子游戏。在这项横断面研究中(N = 182),我们调查了自我调节或游戏时间是否更好地调节了视频游戏玩家不同激情取向和幸福感(即 SWL、全球主观幸福感和心理困扰)之间的关联。路径分析显示,电子游戏 HP 较高的人报告的自我调节水平较高,而电子游戏 OP 较高的人报告的自我调节水平较低。我们的研究结果还表明,自我调节为激情和幸福之间的关系提供了更全面的解释。总体而言,这项研究进一步支持了自我调节作为视频游戏玩家幸福感的决定因素的重要性,而不是更具争议的表面指标,例如游戏时间。
更新日期:2022-05-12
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