Games in everyday life: Profiles of adolescent digital gaming motives and well-being outcomes

Mikko Meriläinen , Lauri Hietajärvi , Riikka Aurava , Jaakko Stenros
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引用次数: 0

Abstract

Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal and correlational relations between digital gaming and different dimensions of well-being. This quantitative study presents a starting point of a four-year longitudinal study of the connections between adolescents’ gaming motives, gaming culture participation, and different aspects of psychosocial well-being (digital engagement, internalising symptoms, and academic adjustment) in a sample (N = 2053) of actively gaming Finnish 6th and 8th graders (ages 11–14). Results show three distinct player profiles differing in gaming motives and well-being correlates: escapist game players, achiever game players, and recreational game players. These provide a starting point for exploring both the interactions between gaming and well-being and the stability of gaming motives over time.

日常生活中的游戏:青少年数字游戏动机和幸福结果的概况
特别是自2010年以来,我们看到关于数字游戏与不同维度幸福感之间的因果关系和相关关系的讨论和研究迅速增加。这项定量研究以芬兰6年级和8年级学生(11-14岁)为样本(N = 2053),对青少年游戏动机、游戏文化参与和心理社会健康不同方面(数字参与、内化症状和学业适应)之间的联系进行了为期四年的纵向研究。结果显示,在游戏动机和幸福感方面,有三种不同的玩家类型:逃避现实的游戏玩家、成就型游戏玩家和娱乐性游戏玩家。这为探索游戏与幸福感之间的相互作用以及游戏动机随时间的稳定性提供了一个起点。
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CiteScore
1.90
自引率
0.00%
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