Are Video Games and School Conflictual or Complementary Contexts for Affording Psychological Need Fulfillment? Implications for Adolescents’ Problematic Gaming and School Adjustment

IF 1 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS
Lowie Bradt, B. Vermote, Bieke Zaman, M. Vansteenkiste, B. Soenens
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引用次数: 0

Abstract

According to the need density hypothesis, adolescents are at risk for problematic gaming when they only experience satisfaction of their basic psychological needs within, but not outside, the gaming context. This cross-sectional study among daily gamers (N = 309, M age = 15.63, 94.8% boys) is the first to examine this hypothesis in adolescence, thereby comparing adolescents’ need fulfillment between the contexts of video games and school and examining the role of need fulfilment in both contexts in relation to problematic gaming and school outcomes. Response surface analysis showed that adolescents’ overall need satisfaction (across the two contexts) was related to lower problematic gaming and less maladaptive school outcomes. Consistent with the need density hypothesis, adolescents reported more problematic gaming, school disengagement and school burnout when high need satisfaction in the gaming context co-occurred with either low need satisfaction or high need frustration at school. Directions for future research are discussed.
电子游戏和学校在满足心理需求方面是冲突还是互补?对青少年游戏问题和学校适应的影响
根据需求密度假说,当青少年的基本心理需求只在游戏环境中得到满足,而在游戏环境之外却得不到满足时,他们就有可能出现游戏问题。这项针对日常游戏玩家(人数=309,平均年龄=15.63,94.8%为男生)的横断面研究首次在青少年中研究了这一假设,从而比较了青少年在电子游戏和学校环境中的需求满足情况,并研究了这两种环境中的需求满足情况对问题游戏和学习成绩的影响。响应面分析表明,青少年的总体需求满足(在两种情境中)与较低的游戏问题和较少的不良学习成绩有关。与需求密度假设一致的是,当青少年在游戏情境中的高需求满意度与在学校中的低需求满意度或高需求挫折感同时出现时,他们会报告更多的游戏问题、学校脱离和学校倦怠。本文讨论了未来的研究方向。
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
Interacting with Computers
Interacting with Computers 工程技术-计算机:控制论
CiteScore
2.70
自引率
0.00%
发文量
12
审稿时长
>12 weeks
期刊介绍: Interacting with Computers: The Interdisciplinary Journal of Human-Computer Interaction, is an official publication of BCS, The Chartered Institute for IT and the Interaction Specialist Group . Interacting with Computers (IwC) was launched in 1987 by interaction to provide access to the results of research in the field of Human-Computer Interaction (HCI) - an increasingly crucial discipline within the Computer, Information, and Design Sciences. Now one of the most highly rated journals in the field, IwC has a strong and growing Impact Factor, and a high ranking and excellent indices (h-index, SNIP, SJR).
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