青少年和青年人格特质与网络行为关系的网络分析——以Dota 2玩家为例

IF 0.7 Q3 EDUCATION & EDUCATIONAL RESEARCH
O.V. Rubtsova, S.L. Artemenkov, A.S. Panfilova, A.M. Tokarchuk
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引用次数: 0

摘要

< >本文介绍了MSUPE现代儿童跨学科研究中心于2015 - 2017年开展的研究项目&人格特质对青少年和青年期虚拟现实游戏行为的影响”的其他结果。研究方法包括斯蒂芬森(W. Stephenson)的Q-Sort技术、巴特勒-海格(Butler-Haigh)的真实与理想测试、鲁伯特索娃(O.V. Rubtsova)的角色冲突问卷和恩赖特(R. Enright)的青少年自我中心主义量表(AES)。样本包括103名14 - 25岁的MOBA Dota-2活跃玩家。本文讨论了统计相关性,特别是那些在部分相关性的网络分析基础上确定的相关性。研究表明,角色不相容和角色扮演体验需求等因素可以在虚拟游戏活动中表现出来,并在一定程度上决定了青少年和年轻人实施虚拟游戏的具体情况。球员。;/ p>
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Network Analysis of the Relationship between Personality Traits and Online Behaviour in Adolescents and Young Adults: A Research on Dota 2 Players

The paper presents additional results of the research project &ldquo;Effects of personality traits on behavior in virtual reality games in adolescence and young adulthood&rdquo;, carried out by the MSUPE Centre for Interdisciplinary Research on Modern Childhood in 2015&mdash;2017. Research methods include the Q-Sort technique by W. Stephenson, the Butler-Haigh &ldquo;Real and Ideal Test&rdquo;, the Role Conflict Questionnaire developed by O.V. Rubtsova, and Adolescent Egocentrism scale (AES), R. Enright. The sample includes 103 active players of MOBA Dota-2 aged 14&mdash;25. The paper discusses statistical correlations, in particular, those identified on the basis of a network analysis of partial correlations. It is shown that such factors as role incompatibility and the need for role-playing experience can be manifested in virtual gaming activity and partly determine the specifics of its implementation by adolescent and young adults&rsquo; players.

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来源期刊
CiteScore
1.80
自引率
37.50%
发文量
31
审稿时长
12 weeks
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