“我只是想把它做完”:电子游戏中心理需求受挫的基础理论

Q1 Social Sciences
Nick Ballou, Sebastian Deterding
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引用次数: 3

摘要

心理需求挫折——像失败、孤独或胁迫这样的经历——正在成为人们脱离游戏和其他娱乐媒体的原因,以及媒体如何导致使用失调和不健康的一个有希望的解释。然而,现有的游戏相关需求挫败感研究依赖于游戏内容有效性不明确的通用工具。我们也不知道需求挫败感是如何在电子游戏中产生的,也不知道它是如何导致玩家脱离游戏的。因此,我们对12名电子游戏玩家进行了半结构化的访谈研究,遵循基础理论方法来开发需求受挫游戏模型。我们发现需求挫折感是游戏中一种常见且有影响力的体验,其不同的前因并没有被现有的测量方法完全捕捉到。当观察到的需要挫折事件负性地违反预期的需要挫折或满足时,就会产生感觉需要挫折;反复的违规行为会更新玩家的预期,导致他们调整或退出游戏,以减少预期的挫败感。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
‘I Just Wanted to Get It Over and Done With’: A Grounded Theory of Psychological Need Frustration in Video Games
Psychological need frustration—experiences like failure, loneliness, or coercion—is emerging as a promising explanation for why people disengage with games and other entertainment media, and how media may induce dysregulated use and ill-being. However, existing research on game-related need frustration relies on general instruments with unclear content validity for games. We also do not know how need frustration arises in video games, nor how it leads to disengagement. We therefore conducted a semi-structured interview study with 12 video game players, following grounded theory methods to develop a model of need-frustrating play. We find that need frustration is a common and impactful experience in games, with distinct antecedents not fully captured in existing measures. Felt need frustration arises when observed need-frustrating events negatively violate expected need frustration or satisfaction; repeated violations update players’ expectations, which lead them to modulate or quit play to reduce expected frustration exposure.
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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