Impact de la pandémie liée au COVID-19 sur la pratique des jeux vidéo selon la personnalité et le type de passion dans une population adulte

Pub Date : 2022-12-01 DOI:10.1016/j.psfr.2022.04.002
T. De Rostolan , C. Bonnaire
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引用次数: 1

Abstract

Introduction

The pandemic linked to Covid-19 has changed the daily habits of the population. In this context, some activities have been favored, sometimes even encouraged, such as the use of video games.

Objective

The objective of this study was to investigate the impact of the COVID-19 pandemic on video game use taking into account the type of passion and personality.

Method

A mixed methodology was used. In addition to the amount of gaming use, the Big Five Inventory was used to assess personality and the Passion Scale to distinguish the type of passion according to the dualistic model. A semi-structured interview made assessed the impact of confinements on gaming use and the gamer's feelings during this period. Among the 137 gamers (mean age 30.26) who completed the self-questionnaires, 10 participated in the semi-structured interview.

Results

Whatever the type of passion, gaming use increased during the lockdown period (in frequency and time). A negative relationship was found between Openness and gaming use during the week before and during the pandemic, as well as with obsessive passion. Qualitative data showed that gaming use emerged as an occupational activity, source of pleasure, escape from negative emotions related to the COVID-19 pandemic, and social support.

Conclusion

The use of video games was mentioned by participants as an effective strategy to deal with the difficulties caused by the COVID-19 pandemic.

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根据成年人的个性和激情类型,COVID-19大流行对电子游戏实践的影响
与Covid-19相关的大流行改变了人们的日常习惯。在这种情况下,一些活动受到青睐,有时甚至受到鼓励,例如使用电子游戏。本研究的目的是调查COVID-19大流行对电子游戏使用的影响,同时考虑到激情和个性的类型。方法采用混合方法。除了游戏使用的数量外,还使用大五量表来评估个性,并根据二元模型使用激情量表来区分激情类型。一项半结构化的访谈评估了在此期间限制对游戏使用和玩家感受的影响。在完成自我问卷的137名游戏玩家(平均年龄30.26岁)中,有10人参加了半结构化访谈。结果无论哪种类型的激情,游戏使用在锁定期间增加(频率和时间)。在疫情前一周和疫情期间,开放性与游戏使用呈负相关,并且与强迫性激情呈负相关。定性数据显示,玩游戏是一种职业活动、快乐的来源、逃离与COVID-19大流行相关的负面情绪以及社会支持。结论受访者认为使用电子游戏是应对新冠肺炎疫情带来的困难的有效策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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