多人在线游戏环境中网络欺凌的影响:玩家感知

S. Prasetyaningtyas, A. Prayogo
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引用次数: 1

摘要

网络欺凌最近引起了很多关注;然而,对网络游戏环境中的网络欺凌的研究相对较新且有限。此外,现有的研究基本上都是围绕青少年展开的,对成年游戏玩家中网络欺凌的调查存在空白。网络欺凌的原因尚不清楚,不能简单地将其与暴力视频游戏联系起来。因此,为了制定策略来减轻网络游戏环境中的网络欺凌,我们需要更好地了解这种环境下网络欺凌的原因。本研究旨在探讨多人在线游戏环境中玩家对网络欺凌成因的认知,以及网络欺凌、动机、表现和满意度之间的关系。111名被调查者回答了有关网络欺凌成因及其对玩家动机、表现和满意度影响的问卷。采用SEM-PLS对数据进行分析。结果表明,网络欺凌不影响玩家的动机和表现,而玩家的动机和表现会影响玩家的满意度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Effect of Cyberbullying in Multi-Player Online Gaming Environments: Gamer Perceptions
Cyberbullying has gotten much attention lately; however, research on cyberbullying in the online gaming environment is relatively new and limited. Besides, existing research essentially centers around teenagers, leaving a gap for investigating cyberbullying among adult gamers. The causes of cyberbullying are still unclear and cannot simply link to violent video games. Therefore, to develop strategies to mitigate cyberbullying in the online gaming environment, we need to understand better the causes of cyberbullying in this environment. This research aims to investigate gamer perceptions regarding the causes of cyberbullying in an online multi-player gaming environment and the relationship between cyberbullying, Motivation, Performance, and satisfaction in an online gaming environment. One hundred eleven respondents answered the questionnaire related to the cause of cyberbullying and its effect on players' Motivation, Performance, and satisfaction. SEM-PLS was used to analyze the data. It showed that cyberbullying did not affect the players' Motivation and Performance, while player motivation and Performance affecting player satisfaction.
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