Investigating psychological causes and consequences of playing in online gaming communities: The roles of offline and clan-based need satisfaction

IF 0.7 Q3 COMMUNICATION
Felix Reer, N. Krämer
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引用次数: 2

Abstract

Studies found that using digital media can satisfy the needs for competence, autonomy and relatedness, contributing to well-being and enjoyment. Further, need satisfaction in daily life has been identified as a background factor that may influence the intensity of media usage, as well as the psychological outcomes connected to it. Considering both perspectives, the current analysis investigates the causes and consequences of playing in online gaming communities. Specifically, we examine persistent groups of players (‘clans’) formed in the context of the online first-person shooter game Counter-Strike. Based on an online survey among 585 clan players, structural equation modelling shows that need satisfaction in clans relates to increases in clan engagement, increases in positive affect and decreases in negative affect. Further, players with deficits in day-to-day need satisfaction show increased engagement in their clan, but also experience more negative affect and less need satisfaction in their clans.
调查在线游戏社区中游戏的心理原因和后果:线下和部落需求满足的作用
研究发现,使用数字媒体可以满足能力、自主性和相关性的需求,有助于幸福和享受。此外,日常生活中的需求满足已被确定为可能影响媒体使用强度的背景因素,以及与之相关的心理结果。考虑到这两种观点,当前的分析调查了在线游戏社区中玩游戏的原因和后果。具体来说,我们研究的是在线第一人称射击游戏《反恐精英》中形成的持久玩家群体(“部落”)。基于对585名部落玩家的在线调查,结构方程模型显示,部落需求满意度与部落参与度的增加、积极影响的增加和消极影响的减少有关。此外,缺乏日常需求满足的玩家在部落中表现出更高的参与度,但也会在部落中体验到更多的负面影响和更少的需求满足。
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
1.10
自引率
25.00%
发文量
8
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