Reasons for playing online games among females: A case report based evidence

IF 0.6 Q4 PSYCHIATRY
M. Sharma, Nitin Anand, N. Suma, P. Thakur, Maya Sahu, Nisha John, Ashwini Tadpatrikar, Priya Singh, S. Ajith, Ankita Biswas, R. Archana, Akash Vishwakarma, Keshava D. Murthy
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引用次数: 2

Abstract

The online gaming has not been a well -researched area among females. The female gamers also have a preference for violent games. A 17-year-old female pursuing secondary education, belonging to a single child nuclear family presented with complaints of playing online games, increased expression of anger, decline in academics, and decreased social interaction. The case demonstrated that feeling of achievement, escapism, distraction, and developing social ties were the predominant motives to play games among females. The case also reflected the issues of emotional dyscontrol which were secondary to the nonavailability of opportunity to play. The case implies for enhancing understanding the process issues of gaming behaviors among females, cross-cultural knowledge, as well as for screening and formulating preventive strategies.
女性玩网络游戏的原因:基于案例报告的证据
网络游戏在女性中还没有得到很好的研究。女性玩家也更喜欢暴力游戏。一名17岁的中等教育女生,属于独生子女核心家庭,表现为抱怨玩网络游戏,表达愤怒增加,学习成绩下降,社交互动减少。该案例表明,成就感、逃避现实、分散注意力和发展社交关系是女性玩游戏的主要动机。这个案例也反映了情绪控制障碍的问题,这是次于没有机会玩的问题。本案例对提高对女性游戏行为过程问题的理解、跨文化知识以及筛查和制定预防策略具有重要意义。
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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7
审稿时长
31 weeks
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