Gaming motivation and well-being among Norwegian adult gamers: the role of gender and disability

IF 2.7 Q3 ENGINEERING, BIOMEDICAL
B. Hygen, Christian Wendelborg, B. Solstad, Frode Stenseng, Mari Bore Øverland, V. Skalická
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Abstract

Introduction Digital gaming is a popular and often social activity, also among adults. However, we need more knowledge of the social dynamics of gaming and its potential benefits for one's well-being. The current study aimed to examine gaming motivation, time spent gaming, and gaming performed together with friends, family, or romantic partner and how these aspects relate to expanded social network and well-being among men and women with and without disability. Methods Regular players of the popular game Fortnite Battle Royale (FBR; N = 278, 48.5% women, Mage = 32.38) completed an online questionnaire assessing their motivations for playing FBR (social motivation, achievement motivation, novelty motivation), time spent gaming, whom they usually play with, their psychological well-being, and FBR's impact on their life and social network. Differentiated statistical analyses on gender and disability were performed. Results and discussion The results showed that time spent gaming and social motivation to play were associated with larger social networks for all participants (strongest for women). More time spent gaming FBR was also associated with a positive impact on life for those with a disability. Social motivation to play was positively associated with a positive impact on life for men and those without a disability and increased well-being for women. Novelty motivation, which concerns experiencing new features in the game, was associated with a positive impact on life for women and with a decrease in well-being for those with a disability. This study demonstrated that gaming can be an essential social arena associated with positive outcomes for men, women and disabled people, who—when socially motivated—may expand their social networks through gaming.
挪威成年游戏玩家的游戏动机和幸福感:性别和残疾的作用
引言 数字游戏是一种流行的社交活动,在成年人中也是如此。然而,我们需要更多地了解游戏的社会动态及其对个人福祉的潜在益处。本研究旨在探讨游戏动机、游戏时间、与朋友、家人或恋人一起玩游戏的情况,以及这些方面与残疾和非残疾男性和女性扩大社交网络和幸福感之间的关系。方法 流行游戏《堡垒之夜大逃杀》(Fortnite Battle Royale,FBR;N = 278,48.5% 为女性,Mage = 32.38)的常玩者填写一份在线问卷,评估他们玩《堡垒之夜大逃杀》的动机(社交动机、成就动机、新奇动机)、花费在游戏上的时间、通常与谁一起玩、他们的心理健康以及《堡垒之夜大逃杀》对他们的生活和社交网络的影响。对性别和残疾情况进行了不同的统计分析。结果与讨论 结果显示,对于所有参与者来说,游戏时间和游戏的社交动机与更大的社交网络有关(女性的社交网络最大)。花更多时间玩《FBR》游戏也与残疾人士的生活产生积极影响有关。对于男性和非残疾人士来说,游戏的社交动机与对生活的积极影响呈正相关,而对于女性来说,则与幸福感的增加呈正相关。新奇动机涉及体验游戏中的新功能,对女性来说与对生活的积极影响相关,而对残疾人士来说则与幸福感下降相关。这项研究表明,游戏可以成为一个重要的社交场所,对男性、女性和残疾人都有积极的影响。
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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来源期刊
CiteScore
3.70
自引率
0.00%
发文量
0
审稿时长
13 weeks
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