《Dota 2》玩家的游戏障碍、家庭满意度和生活质量:一些初步结果

J. Ramos-Diaz, Roberto Cotrina-Portal, Claudia Guevara-Cordero, Rosmery Ramos-Sandoval, M. Griffiths
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引用次数: 0

摘要

世界卫生组织在第11版《国际疾病分类》中将游戏障碍列为官方疾病。从那时起,游戏障碍领域就要求研究人员通过考察社会因素、环境变量和文化差异来探索这一现象。本文分析了秘鲁玩家的家庭满意度和生活质量领域预测游戏障碍的程度。为了回答这个问题,我们调查了大量《Defense of the Ancients 2》(DOTA 2)玩家,他们完成了几个关于社会人口统计和游戏模式的问题。此外,他们还完成了十项网络游戏障碍测试和简略的世界卫生组织生活质量问卷。结果显示,心理和环境领域对游戏障碍的影响很小。结果还显示,家庭满意度并不是问题游戏的重要预测因素。这项研究强调,有必要考虑到家庭特征、心理健康和问题玩家可能生活的环境的影响。本文还为未来的研究和游戏公司提供了建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gaming Disorder, Family Satisfaction and Quality of Life in Dota 2 Gamers: Some Preliminary Results
The World Health Organization recognized Gaming Disorder as an official disorder in the 11th revision of the International Classification of Diseases. Since then, the gaming disorder field has demanded studies that explore this phenomenon by examining social factors, environmental variables and cultural differences. This paper analyses the extent to which family satisfaction and quality of life domains predicts Gaming Disorder among Peruvian gamers. To answer this question, a large sample size of Defense of the Ancients 2 (DOTA 2) players completed several questions regarding socio-demographics and gaming patterns. In addition, they completed the Ten-Item Internet Gaming Disorder Test and the abbreviated World Health Organization Quality of Life Questionnaire. The results showed a significant small effect from the psychological and environmental domain in Gaming Disorder. Results also showed that family satisfaction was not a significant predictor of problematic gaming. This study emphasizes the need to take into account the impact of family characteristics along with mental health and the context of where problematic gamers may live. Recommendations for future research and gaming companies are also provided.
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