An exploration of why gaming communities may make younger and non-normative gamers vulnerable to Internet Gaming Disorder

Enrico Gandolfi, R. Ferdig, Karlie Krause, Ilker Soyturk, Grace Morris, Sarah Delahanty
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Abstract

Existing literature has primarily evaluated how exposure to video game content impacts social and behavioral functioning. However, the parameters of video game engagement have expanded with multiplayer online gaming, live streaming, and community discussion on social media platforms. This study sought to examine how participation in online gaming communities is associated with problematic gaming behaviors and symptoms of Internet gaming disorder (IGD). A sample of 1176 gamers completed an online survey investigating game habits, community involvement, and gaming preferences as measured by both the Game Community of Inquiry Scale (GCoIS) and the Internet Gaming Disorder Scale-Short form (IGDS9-SF). Results from a multiple hierarchical regression indicated several predictors of problematic gaming, including both community attractiveness and community receptiveness. Moreover, data showed that younger gamers and non-normative gamers were more vulnerable to problematic gaming and more severe symptoms of IGD.
探讨游戏社区为何会使年轻的非正常游戏玩家容易患上网络游戏障碍症
现有文献主要是评估电子游戏内容对社交和行为功能的影响。然而,随着多人在线游戏、直播和社交媒体平台上的社区讨论,电子游戏参与度的参数已经扩大。本研究旨在探讨参与网络游戏社区与问题游戏行为和网络游戏障碍(IGD)症状之间的关系。1176名玩家完成了一项在线调查,通过游戏社区调查量表(GCoIS)和网络游戏障碍量表(IGDS9-SF)来衡量游戏习惯、社区参与和游戏偏好。多重层次回归的结果显示了问题游戏的几个预测因素,包括社区吸引力和社区接受度。此外,数据显示,年轻玩家和非规范玩家更容易出现问题游戏和更严重的IGD症状。
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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