从游戏参与到渴望反应——休闲和高危玩家在电子游戏中的满足和补偿体验的作用

Q1 Psychology
S. Antons , M. Liebherr , M. Brand , A. Brandtner
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引用次数: 0

摘要

虽然玩电子游戏是一种常见的休闲活动,但有些人会出现有问题的游戏行为,甚至出现游戏障碍的症状。游戏参与可能涉及强化学习,这可能导致渴望体验,这是游戏障碍的一个重要特征。在接下来的研究中,我们将探讨是哪些因素导致了玩家对游戏的渴望。总共有439人参与了一项在线调查,他们回答了关于游戏参与、满足和补偿体验、渴望和游戏障碍症状的问卷。一个中介模型测试游戏粘性和渴望方面之间的关联是否由游戏中的满足和补偿体验所中介。结果游戏沉浸感和满足与补偿体验可以从统计学上解释渴望的三个方面(奖励/缓解、生理渴望、强迫性渴望)。休闲玩家和高危玩家的模式不同。对奖励/救济和生理渴望的影响在休闲组完全介导,在风险组部分介导满足和补偿经验。游戏粘性可能通过增加满足和补偿体验而促进渴望的发展,因此在强化学习中可能很重要。因此,具有高粘性的游戏可能具有更高的上瘾潜力。与游戏沉浸感相关的其他过程,如与渴望体验相关的侵入性思维和欲望思维,应该在未来的研究中加以考虑。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
From game engagement to craving responses – The role of gratification and compensation experiences during video-gaming in casual and at-risk gamers

Introduction

Although playing videogames is a common leisure activity some individuals develop problematic gaming behaviors or even symptoms of a gaming disorder. Game engagement may be involved in reinforcement learning that may result in experiences of craving, an important feature of gaming disorder. In the following study we aimed to approach the question which aspects contribute to increased craving for gaming.

Methods

Overall, 439 individuals participated in an online survey, answering questionnaires on game engagement, experience of gratification and compensation, craving, and symptoms of gaming disorder. A mediation model testing if the association between game engagement and facets of craving are mediated by the experience of gratification and compensation during gaming.

Results

Three facets of craving (reward/relief, physiological, obsessive craving) were statistically explained by game engagement and the experience of gratification and compensation. Models differed between casual gamers and at-risk gamers. The effects on reward/relief and physiological craving were fully mediated in the casual group and partially mediated in the at-risk group by gratification and compensation experiences.

Conclusion

Game engagement may contribute to the development of craving by increasing the experience of gratification and compensation and thus might be important in reinforcement learning. Games evoking a high engagement may therefore have a higher addictive potential. Further processes potentially related to game engagement, such as intrusive thoughts and desire thinking, which are related to craving experiences, should be considered in future studies.

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来源期刊
Addictive Behaviors Reports
Addictive Behaviors Reports Medicine-Psychiatry and Mental Health
CiteScore
6.80
自引率
0.00%
发文量
69
审稿时长
71 days
期刊介绍: Addictive Behaviors Reports is an open-access and peer reviewed online-only journal offering an interdisciplinary forum for the publication of research in addictive behaviors. The journal accepts submissions that are scientifically sound on all forms of addictive behavior (alcohol, drugs, gambling, Internet, nicotine and technology) with a primary focus on behavioral and psychosocial research. The emphasis of the journal is primarily empirical. That is, sound experimental design combined with valid, reliable assessment and evaluation procedures are a requisite for acceptance. We are particularly interested in ''non-traditional'', innovative and empirically oriented research such as negative/null data papers, replication studies, case reports on novel treatments, and cross-cultural research. Studies that might encourage new lines of inquiry as well as scholarly commentaries on topical issues, systematic reviews, and mini reviews are also very much encouraged. We also welcome multimedia submissions that incorporate video or audio components to better display methodology or findings.
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