Taylor Brown , Raffaela Smith , Daniel Zarate , Mark Griffiths , Vasileios Stavropoulos
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引用次数: 0
摘要
头像是用户的虚拟化身,为他们的在线互动提供便利,具有潜在的积极和消极影响。这些影响既包括促进社交和个人发展,也包括助长无序游戏模式。过去的文献根据个人与其化身的联系(称为用户-化身联系(UAB))确定了不同的失调游戏模式,本研究探讨了基于游戏者 UAB 特征的游戏失调风险。为了探讨这个问题,本研究的参与者包括 565 名在线角色扮演游戏玩家(Mage = 29.3,SD = 10.6)。参与者在相隔 6 个月的时间内分两次完成了《用户-化身联系问卷》和《网络游戏障碍量表-简表》。我们采用了潜在特征分析,确定了四种不同的 UAB 特征:识别型游戏者、补偿型游戏者、疏离型游戏者和差异型游戏者。我们进行了方差分析,以评估两个波次中各特征中 IGD 行为的差异。研究结果表明,这些特征与 IGD 之间存在显著差异,其中对虚拟化身的高度认同和补偿水平可能是导致 IGD 行为的风险因素。这些发现为 UAB 在 IGD 的发展、治疗和预防中的作用提供了重要的启示。
Exploring user-avatar bond profiles: Longitudinal impacts on internet gaming disorder
Avatars serve as the virtual embodiment of users, facilitating their online interaction, with potential positive and negative effects. These effects range from enhancing social and personal development to facilitating disordered gaming patterns. As past literature has identified different disorder gaming patterns based on the connection an individual has with their avatar (referred to as the User-Avatar Bond [UAB]), the present study explored the gaming disorder risk based on a gamer's UAB profile. To investigate this, the present study comprised 565 online role-playing gamers (Mage = 29.3, SD = 10.6). Participants completed the User-Avatar Bond Questionnaire and the Internet Gaming Disorder Scale-Short-Form over two waves, six months apart. Latent profile analysis was employed which identified four distinct UAB profiles: Identified Gamers, Compensated Gamers, Detached Gamers, and Differentiated Gamers. ANOVAs were conducted to assess differences in IGD behaviours within the profiles across the two waves. The findings suggested a significant difference between the profiles and IGD, where heightened avatar identification and compensation levels may act as risk factors for IGD behaviours. These findings provide crucial insight regarding the role of UAB in IGD development, treatment, and prevention.
期刊介绍:
Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.