Differences in game playability between healthy players and problematic players

IF 0.9 4区 心理学 Q3 COMMUNICATION
Elena Carolina Li
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引用次数: 1

Abstract

Games played on mobile phones or tablets have become a serious game platform. In the new International Classification of Diseases in 2019, the WHO now includes video game disorder as a mental disease, this highlights the seriousness of game addiction which has now become a global problem. Game design may be one of the factors that affect game addiction. Game playability can be used to evaluate the game design and to determine the features that can cause game addiction. The purpose of this study was to explore the relationship between playability and game addiction, and a comparison of the difference in playability among healthy players (N = 1286) and problematic players (N = 278) that allows game developers to design games in ways that may reduce addiction while maintaining or improving playability. In this study, 1564 valid questionnaires that collected data about the Game Playability Scale and the Game Addiction Scale showed that (1) The level of playability in the problematic players was significantly higher than in healthy players. (2) The degree of correlation between playability and game addiction in the problematic players was lower than in healthy players. (3) Some playability factors and addiction factors are negatively correlated.
健康玩家和问题玩家之间的游戏可玩性差异
在手机或平板电脑上玩的游戏已经成为一个严肃的游戏平台。在2019年新的《国际疾病分类》中,世界卫生组织现在将电子游戏障碍列为一种精神疾病,这突出了游戏成瘾的严重性,这已成为一个全球性问题。游戏设计可能是影响游戏成瘾的因素之一。游戏可玩性可用于评估游戏设计并确定可能导致游戏成瘾的特征。本研究旨在探讨可玩性与游戏成瘾之间的关系,并比较健康玩家在可玩性方面的差异(N = 1286)和有问题的玩家(N = 278),其允许游戏开发者以可以减少成瘾同时保持或提高可玩性的方式来设计游戏。在本研究中,1564份收集了游戏可玩性量表和游戏成瘾量表数据的有效问卷显示:(1)问题玩家的可玩性水平显著高于健康玩家。(2) 问题玩家的可玩性和游戏成瘾之间的相关性低于健康玩家。(3) 某些游戏性因素与成瘾性因素呈负相关。
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来源期刊
CiteScore
3.30
自引率
6.70%
发文量
8
期刊介绍: This international peer-reviewed journal aims to advance knowledge in the growing and strongly interdisciplinary area of Interaction Studies in biological and artificial systems. Understanding social behaviour and communication in biological and artificial systems requires knowledge of evolutionary, developmental and neurobiological aspects of social behaviour and communication; the embodied nature of interactions; origins and characteristics of social and narrative intelligence; perception, action and communication in the context of dynamic and social environments; social learning.
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