是什么让电子游戏富有成效或令人上瘾?自主动机与需求挫折对青少年电子游戏行为的差异影响

IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS
Hoon S. Choi , Eui Jun Jeong , Dan J. Kim
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引用次数: 0

摘要

本研究旨在通过研究自我决定动机和需求挫折对适应性游戏使用和游戏成瘾的不同影响,澄清电子游戏领域利益相关者之间持续存在的争议。研究结果表明,与自我决定动机相关的因素与适应性游戏使用的关系更为密切。相反地,那些关于需求挫败感的内容则与游戏成瘾密切相关。结果表明,青少年游戏成瘾主要源于对现实不满意而产生的需求挫败感。学业压力成为从适应性游戏使用到游戏成瘾转变的主要驱动力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
What makes video gaming productive or addictive? Differential effect of self-determined motivation and need frustration on adolescents’ video gaming
This study aims to clarify an ongoing controversy among stakeholders in the video game domain by examining the differential effect of self-determined motivation and need frustration on adaptive game use and game addiction. The findings reveal that the factors related to self-determined motivation are more closely linked to adaptive game use. Conversely, those about need frustration are more tightly associated with game addiction. The results suggest that adolescents’ game addiction mainly stems from need frustration arising from an unsatisfactory reality. Academic stress emerges as the primary driver of the transition from adaptive game use to game addiction.
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来源期刊
Information & Management
Information & Management 工程技术-计算机:信息系统
CiteScore
17.90
自引率
6.10%
发文量
123
审稿时长
1 months
期刊介绍: Information & Management is a publication that caters to researchers in the field of information systems as well as managers, professionals, administrators, and senior executives involved in designing, implementing, and managing Information Systems Applications.
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