Game transfer phenomena as a particular form of involuntary cognitions: The role of internet gaming disorder, and other psychopathological and cognitive predictors

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Julio C. Llamas-Alonso , Lia Kvavilashvili , George Georgiou , Angelica B. Ortiz de Gortari
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Abstract

Game Transfer Phenomena (GTP) refer to the involuntary transfer of video game experiences into the real world, which can manifest as altered sensory perceptions, automatic thoughts, and behaviours. This study aimed to examine whether GTP shares characteristics with other spontaneous cognitive phenomena, such as daydreaming and mind-pops. Additionally, it explored schizotypal traits and working memory capacity, which have been linked to involuntary cognitions, as well as game-related variables (e.g., Internet Gaming Disorder), psychological distress, and impulsivity as potential predictors of GTP. A total of 352 players (Mage = 25.38, SD = 5.90; 76 % male) participated by completing online questionnaires and working memory tasks. Hierarchical multiple regression analysis revealed that GTP was significantly predicted by Internet Gaming Disorder, positive schizotypy, daydreaming, mind-popping, anxiety, and motor impulsivity. Further mediation analysis showed that positive schizotypy and mind-popping partially mediated the relationship between Internet Gaming Disorder and GTP. These findings highlight, for the first time, the importance of psychopathological traits and the frequency of involuntary cognitions in predicting one’s susceptibility to GTP. They also contribute to the theoretical understanding of GTP by suggesting that GTP may belong to a broader category of involuntary cognitive phenomena.
作为一种特殊形式的非自愿认知的游戏迁移现象:网络游戏障碍的作用,以及其他精神病理和认知预测因素
游戏转移现象(Game Transfer Phenomena, GTP)是指电子游戏体验无意识地转移到现实世界中,表现为感官知觉、自动思维和行为的改变。这项研究旨在研究GTP是否与其他自发认知现象(如白日梦和灵光一闪)有共同的特征。此外,它还探讨了精神分裂型特征和工作记忆容量,这些特征与非自愿认知、游戏相关变量(如网络游戏障碍)、心理困扰和冲动性有关,这些都是GTP的潜在预测因素。共352名玩家(法师= 25.38,SD = 5.90;(76%的男性)通过完成在线问卷和工作记忆任务来参与。层次回归分析显示,网络游戏障碍、积极精神分裂、白日梦、思维跳跃、焦虑和运动冲动对GTP有显著的预测作用。进一步的中介分析表明,正性分裂型和思维跳跃在网络游戏障碍与GTP的关系中起到部分中介作用。这些发现首次强调了精神病理特征和非自愿认知频率在预测一个人对GTP易感性方面的重要性。他们还通过暗示GTP可能属于一个更广泛的无意识认知现象类别,有助于从理论上理解GTP。
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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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