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Investigating gaming disorder and individual differences in gaming motives among professional and non-professional gamers: An empirical study
Addictive Behaviors ( IF 4.4 ) Pub Date : 2022-06-28 , DOI: 10.1016/j.addbeh.2022.107416
Christian Montag 1 , Bruno Schivinski 2 , Christopher Kannen 1 , Halley M Pontes 3
Affiliation  

The present study investigates the relationship between Gaming Disorder (GD) and how gaming motives might differ between three groups of gamers. The first group stated to be professional gamers (n = 129; 2,49%), the second group consisted of non-professional gamers, who intended to become professional gamers (n = 646; 12,45%), and the third group were non-professional gamers without this aim (n = 4,412; 85,06%). Gaming motives were assessed via the Motives for Online Gaming Questionnaire (MOGQ), and GD tendencies were assessed with the Gaming Disorder Test (GDT). Results revealed that professional gamers and those intending to become one were very similar regarding their gaming motive expressions. In contrast, non-professional gamers scored significantly lower on all gaming motives, except for the recreational motive which was comparable across all groups. Several consistent gaming motive-GD associations appeared in all investigated gamer groups, with the most robust finding being that higher escapism motive expressions relate to greater GDT scores. The present study sheds light on an emerging field of research attempting to better understand professional gamers.



中文翻译:

调查职业和非职业游戏玩家的游戏障碍和游戏动机的个体差异:一项实证研究

本研究调查了游戏障碍 (GD) 与三组游戏玩家之间游戏动机的差异之间的关系。第一组自称是职业游戏玩家(n = 129;2.49%),第二组由打算成为职业游戏玩家的非职业游戏玩家组成(n = 646;12.45%),第三组由非职业游戏玩家组成,他们打算成为职业游戏玩家(n = 646;12.45%)是没有此目标的非职业游戏玩家(n = 4,412;85,06%)。游戏动机通过在线游戏动机问卷 (MOGQ) 进行评估,GD 倾向通过游戏障碍测试 (GDT) 进行评估。结果显示,职业游戏玩家和打算成为职业游戏玩家的游戏动机表达非常相似。相比之下,非职业游戏玩家在所有游戏动机上的得分均显着较低,但娱乐动机除外(在所有群体中都具有可比性)。所有调查的游戏玩家群体中都出现了一些一致的游戏动机-GD 关联,最有力的发现是,较高的逃避现实动机表达与较高的 GDT 分数相关。本研究揭示了一个试图更好地了解职业游戏玩家的新兴研究领域。

更新日期:2022-06-29
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