网络游戏使用与创造力:自我价值感的调节作用

IF 3 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL
Jinqi Ding, Quanlei Yu, Suping Sun, Wanjun Zhou, Qingbai Zhao, Suo Jiang
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引用次数: 0

摘要

网络游戏的使用与创造力之间的关系仍然存在争议。自我价值取向理论认为,网络游戏可以满足个体的自我价值需求,暗示自我价值感可能调节这种关系。研究1通过横断面调查评估了184名大学生的网络游戏使用、自我价值和创造力。结果表明,自我价值感调节了网络游戏使用与创造力的关系;对于高自我价值感的动作/射击游戏玩家,游戏使用与流畅度呈正相关,但与有用性呈轻微负相关。相反,对于低自我价值感的动作/射击游戏玩家,游戏使用与流畅度呈负相关。此外,低自我价值感的休闲/益智游戏玩家与原创性呈微弱的负相关,而高自我价值感的休闲/益智游戏玩家与原创性呈正相关。为了提高本研究的内部有效性,研究2采用了55名参与者的测试前/测试后实验设计,其中包括一个非游戏组和两个游戏组。结果表明,在前测高创造力组中,自我价值感调节了动作/射击游戏使用对流畅性和独创性的影响,而非前测低创造力组。尽管网络游戏使用的主要作用和自我价值感的调节作用普遍较弱,但这些发现有助于解决先前研究中围绕网络游戏使用与创造力之间关系的争议,并为提高整体创造力提供理论见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Online Game Use and Creativity: The Moderating Effect of Self-Worth

The relationship between online game use and creativity remains contentious. Self-worth orientation theory suggests that online gaming can fulfill individual self-worth needs, implying that self-worth may moderate this relationship. Study 1 assessed online game use, self-worth, and creativity among 184 college students through a cross-sectional survey. Results indicated that self-worth moderated the relationship between online game use and creativity; for high self-worth action/shooter gamers, game use positively correlated with fluency but marginally negatively correlated with usefulness. Conversely, for low self-worth action/shooter gamers, game use negatively correlated with fluency. Additionally, low self-worth casual/puzzle gamers showed a marginal negative correlation with originality, while high self-worth casual/puzzle gamers exhibited a positive correlation with originality. To enhance the internal validity of this study, Study 2 involved 55 participants in a pre-/post-test experimental design with a nongaming group and two gaming groups. Results showed that, in the pre-test higher creativity group rather than the pre-test lower creativity group, self-worth moderated the effects of action/shooter game use on fluency and originality. Although the main effect of online game use and moderating effects of self-worth were generally weak, these findings contribute to addressing the controversy surrounding the relationship between online game use and creativity identified in prior research and offer theoretical insights to enhance overall creativity.

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来源期刊
Journal of Creative Behavior
Journal of Creative Behavior Arts and Humanities-Visual Arts and Performing Arts
CiteScore
7.50
自引率
7.70%
发文量
44
期刊介绍: The Journal of Creative Behavior is our quarterly academic journal citing the most current research in creative thinking. For nearly four decades JCB has been the benchmark scientific periodical in the field. It provides up to date cutting-edge ideas about creativity in education, psychology, business, arts and more.
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