Júlia Gisbert-Pérez, Elena Cejalvo, Manuel Martí-Vilar, Laura Badenes-Ribera
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引用次数: 0
摘要
随着游戏和游戏相关问题的兴起,人们开始关注游戏玩家和非游戏玩家之间的差异。本研究调查了当前游戏玩家、非当前游戏玩家和非游戏玩家在心理变量(亲社会性、情商、社会支持和心理健康)方面是否存在差异。为此,我们以西班牙大学生为方便样本(N = 798, mean = 21.48, SDage = 5.01)进行定量研究。采用单因素方差分析和单因素方差分析比较三组间的心理变量。此外,对统计上显著的变量进行二项逻辑回归,以确定最相关的游戏开始预测因素。结果显示,三组学生在性别、亲社会性、情商他人情绪评价、一般社会支持和家庭社会支持方面存在显著差异。二项逻辑回归的结果表明,男性和亲社会程度较低与较高的游戏概率相关。这些结果可能暗示了那些开始玩游戏的人存在基线差异。解决这些差异可能是预防游戏障碍的关键。
Psychosocial Factors Linked to Online Gaming: Differences Between Current Gamers, Non-current Gamers and Non-gamers.
The rise of gaming and gaming-related problems has led to an interest in finding differences between gamers and non-gamers. The present study investigates whether there are differences in psychological variables (prosociality, emotional intelligence, social support, and mental health) between current gamers, non-current gamers, and non-gamers. For this purpose, a quantitative study was conducted with a convenience sample of Spanish university students (N = 798, Meanage = 21.48, SDage = 5.01). One-way ANOVAs and MANOVAs were performed to compare the psychological variables between the three groups. Additionally, a binomial logistic regression was conducted with statistically significant variables to identify the most relevant predictors of gaming onset. Results indicated statistically significant differences in sex, prosociality, the appraisal of others' emotions component of emotional intelligence, general social support, and family social support between the three groups. The results of the binomial logistic regression indicated that male sex and having lower levels of prosociality were associated with a higher probability of gaming. These results may imply that there are baseline differences in those who start gaming. Addressing these differences may be key in the prevention of gaming disorder.