{"title":"电子游戏玩家角色:探索电子游戏玩家个性元素的五要素研究","authors":"Anthony M. Bean, Natasha Pooran","doi":"10.12974/2313-1047.2022.09.7","DOIUrl":null,"url":null,"abstract":"This research explored personality traits of video gamers utilizing the Big Five Inventory (BFI) totaling 19,416 video gamer participants across seven genres of video game play. The purpose was to uncover personality differences among the different preferred genres of video gamers. Different personality profiles were explored by employing t-tests and multivariate analysis of variance (MANOVA). Mapping of the BFI elements of video gamers across video game genres was conducted using latent profile analysis (LPA) to identify video gamer personality profiles, personality formations across preferred genres of play, examine the pattern of relationships among the variables, and to determine whether different personalities gravitate to specific genres of play. Results found four distinct and different personality profiles: Introversive, Extroversive, Secure Ambiversive, and Insecure Ambiversive; indicated no support for the different classification of video gamers possessing statistically different personality traits (i.e. causal, regular, hardcore); or different genres of video game play did have different personality types playing each genre. As such, evidence is provided for different personalities gravitating towards different genres of play and Carl Jung’s (1921) idea of the introversion/extroversion continuum. Limitations observed were some findings becoming statistically significant with small effect sizes and the BFI possibly not being nuanced enough to detect smaller personality traits. Strengths were the large participant base, generalizability of the study to the video gamer population, and this study providing a basis for personality playing a role in virtual worlds.","PeriodicalId":222355,"journal":{"name":"Journal of Psychology and Psychotherapy Research","volume":"199 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Video Gamer Persona: A Five Factor Study Exploring Personality Elements of The Video Gamer\",\"authors\":\"Anthony M. Bean, Natasha Pooran\",\"doi\":\"10.12974/2313-1047.2022.09.7\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This research explored personality traits of video gamers utilizing the Big Five Inventory (BFI) totaling 19,416 video gamer participants across seven genres of video game play. The purpose was to uncover personality differences among the different preferred genres of video gamers. Different personality profiles were explored by employing t-tests and multivariate analysis of variance (MANOVA). Mapping of the BFI elements of video gamers across video game genres was conducted using latent profile analysis (LPA) to identify video gamer personality profiles, personality formations across preferred genres of play, examine the pattern of relationships among the variables, and to determine whether different personalities gravitate to specific genres of play. Results found four distinct and different personality profiles: Introversive, Extroversive, Secure Ambiversive, and Insecure Ambiversive; indicated no support for the different classification of video gamers possessing statistically different personality traits (i.e. causal, regular, hardcore); or different genres of video game play did have different personality types playing each genre. As such, evidence is provided for different personalities gravitating towards different genres of play and Carl Jung’s (1921) idea of the introversion/extroversion continuum. Limitations observed were some findings becoming statistically significant with small effect sizes and the BFI possibly not being nuanced enough to detect smaller personality traits. Strengths were the large participant base, generalizability of the study to the video gamer population, and this study providing a basis for personality playing a role in virtual worlds.\",\"PeriodicalId\":222355,\"journal\":{\"name\":\"Journal of Psychology and Psychotherapy Research\",\"volume\":\"199 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-08-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Psychology and Psychotherapy Research\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.12974/2313-1047.2022.09.7\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Psychology and Psychotherapy Research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.12974/2313-1047.2022.09.7","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
本研究利用大五量表(Big Five Inventory, BFI)对7种电子游戏类型的19416名电子游戏玩家进行了人格特征分析。其目的是揭示不同类型电子游戏玩家的性格差异。采用t检验和多变量方差分析(MANOVA)对不同的人格特征进行探讨。利用潜在特征分析(LPA)对电子游戏玩家的BFI元素进行了映射,以确定电子游戏玩家的个性特征,偏好游戏类型的个性形成,检查变量之间的关系模式,并确定不同的个性是否被特定的游戏类型所吸引。结果发现了四种截然不同的人格特征:内向型、外向型、安全型和不安全型;不支持对具有不同个性特征的电子游戏玩家的不同分类(如因果、常规、硬核);或者不同类型的电子游戏确实具有不同的人格类型。因此,不同的性格倾向于不同类型的游戏和卡尔·荣格(1921)的内向/外向连续体的观点提供了证据。观察到的局限性是,一些发现在较小的效应量下具有统计学意义,BFI可能没有足够的细微差别来检测较小的人格特征。优势在于参与者基数大,研究对电子游戏玩家群体的普遍性,该研究为虚拟世界中的个性角色提供了基础。
The Video Gamer Persona: A Five Factor Study Exploring Personality Elements of The Video Gamer
This research explored personality traits of video gamers utilizing the Big Five Inventory (BFI) totaling 19,416 video gamer participants across seven genres of video game play. The purpose was to uncover personality differences among the different preferred genres of video gamers. Different personality profiles were explored by employing t-tests and multivariate analysis of variance (MANOVA). Mapping of the BFI elements of video gamers across video game genres was conducted using latent profile analysis (LPA) to identify video gamer personality profiles, personality formations across preferred genres of play, examine the pattern of relationships among the variables, and to determine whether different personalities gravitate to specific genres of play. Results found four distinct and different personality profiles: Introversive, Extroversive, Secure Ambiversive, and Insecure Ambiversive; indicated no support for the different classification of video gamers possessing statistically different personality traits (i.e. causal, regular, hardcore); or different genres of video game play did have different personality types playing each genre. As such, evidence is provided for different personalities gravitating towards different genres of play and Carl Jung’s (1921) idea of the introversion/extroversion continuum. Limitations observed were some findings becoming statistically significant with small effect sizes and the BFI possibly not being nuanced enough to detect smaller personality traits. Strengths were the large participant base, generalizability of the study to the video gamer population, and this study providing a basis for personality playing a role in virtual worlds.