成年早期不同类型电脑游戏参与的心理预测因素

IF 0.5 Q4 PSYCHOLOGY, CLINICAL
L.S. Glinkina, V.E. Vasilenko
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引用次数: 0

摘要

& lt; p>相关性。由于社会的数字化转型,在现代心理学中出现了这样一个问题:这种转型对人们产生了什么影响,特别是电脑游戏的参与是如何表现出来的,以及是什么导致了这种转变。目的。本研究旨在探讨不同类型的电脑游戏投入的心理预测因素。方法和抽样。124名年龄在18到30岁之间的电脑游戏玩家(M = 25,08)参与了这项研究,其中包括64名女性和60名男性。6种类型的电脑游戏参与:«成瘾& &;laquo;社区意识& &;laquo;;情感支持& &;;和鉴定结果,作为作者的调查问卷的发展结果,进行了分析。结果和结论。人格特征、危机经历和不同比例的压力源是每种类型的电脑游戏投入的预测因素。类型&上瘾&沉浸&和,laquo; Flow& raquo;更多地是由性格特征、社区意识等因素决定的。和终止,人格特质与危机经历的关系;和终止,承受压力,以及情感支持;是由对周围现实的负面印象引起的。</p>
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Psychological Predictors of Different Types of Involvement in Computer Games in Early Adulthood

Relevance. Due to the digital transformation of society, in modern psychology arises the question of what impact this transformation has on people, in particular, how computer-game involvement manifests itself and what causes it. Purpose. This paper aims to investigate the psychological predictors of various types of involvement in computer games. Method and sampling. 124 computer game players aged 18 to 30 (M = 25,08), including 64 women and 60 men participated in the study. 6 types of computer game involvement: &laquo;Addiction&raquo;, &laquo;Sense of community&raquo;, &laquo;Emotional support&raquo;, &laquo;Immersion&raquo;, &laquo;Flow&raquo; and &laquo;Identification&raquo;, obtained as a result of the development of the author&rsquo;s questionnaire, were analyzed. Results and conclusions. Personality traits along with crisis experience and stressors in various proportions act as predictors of each type of computer-gaming involvement. Types &laquo;Addiction&raquo;, &laquo;Immersion&raquo; and &laquo;Flow&raquo; are more accounted for by personality traits, &laquo;Sense of community&raquo; &mdash; by personality traits and crisis experiences, &laquo;Identification&raquo; &mdash; by stress-suffering, and &laquo;Emotional support&raquo; is caused by a negative image of the surrounding reality.

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来源期刊
CiteScore
1.60
自引率
28.60%
发文量
12
审稿时长
12 weeks
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