How do different game genres impact adolescent players’ problematic game use?

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Hyeon Jo
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引用次数: 0

Abstract

This study investigates the influence of video game genres on adolescent behavior, focusing on tolerance, withdrawal symptoms, and impaired control. With the increasing prevalence of gaming among adolescents, understanding the specific impacts of game genres becomes crucial. This research aims to identify how different genres affect adolescent gamers and to provide insights for educators, parents, and policymakers on managing gaming-related behaviors. Using ANOVA and Sidak post-hoc test to analyze responses from a sample size of 60,029 adolescents, the study found significant differences in tolerance, withdrawal symptoms, and impaired control across various game genres. RPG and AOS games were associated with higher levels of tolerance and withdrawal symptoms compared to sports and casual games, suggesting a genre-specific influence on these behaviors. The findings underscore the need for targeted strategies in educational and parental guidance to address game genre-related issues among adolescents. The implications of this research are vital for developing effective interventions and supports that cater to the specific needs of adolescent gamers, aiming to foster healthier gaming habits and mitigate potential negative outcomes.
不同的游戏类型如何影响青少年玩家的游戏使用问题?
本研究调查了电子游戏类型对青少年行为的影响,重点是耐受性、戒断症状和控制受损。随着游戏在青少年中越来越流行,理解游戏类型的具体影响变得至关重要。本研究旨在确定不同类型游戏对青少年玩家的影响,并为教育工作者、家长和政策制定者提供管理游戏相关行为的见解。通过方差分析和Sidak事后检验分析60,029名青少年的反应,研究发现不同游戏类型在耐受性、戒断症状和控制障碍方面存在显著差异。与运动和休闲游戏相比,RPG和AOS游戏与更高水平的耐受性和戒断症状相关,这表明对这些行为有特定类型的影响。研究结果强调了在教育和家长指导方面需要有针对性的策略来解决青少年中与游戏类型相关的问题。这项研究的意义对于开发有效的干预措施和支持措施至关重要,这些干预措施和支持措施可以满足青少年游戏玩家的特殊需求,旨在培养更健康的游戏习惯并减轻潜在的负面结果。
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
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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