探索基于游戏的心理授权及其动机和健康影响

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Jukka Vahlo , Suvi K. Holm , Johanna K. Kaakinen , Aki Koponen
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引用次数: 0

摘要

本研究以实证的方式调查了个人如何通过游戏体验心理授权,并将其与日常生活互动进行比较。通过对来自芬兰和丹麦的2594名参与者的调查,我们分析了游戏中心理授权的普遍性、预测因素和含义。我们的研究结果显示,在两国具有代表性的子样本中,有29%的受访者表示,他们在游戏中获得的心理授权比在现实生活中更多。使用偏最小二乘结构方程模型(PLS-SEM)的进一步分析显示,玩法偏好、积极影响和游戏时间可以预测基于游戏的心理授权。此外,基于游戏的授权的意义性成分显著影响游戏动机——特别是沉浸、成就、放松和挑战动机——以及日常生活中的主观活力,表明潜在的转移效应。根据Spreitzer(1995)的心理授权模型,本研究将这些发现置于游戏体验的背景中。研究结果有助于我们更深入地理解游戏中的心理授权,并为游戏设计提供见解,强调创造有意义和授权的游戏体验的价值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring game-based psychological empowerment and its motivational and wellbeing effects
This study empirically investigates how individuals experience psychological empowerment through gaming compared to their daily life interactions. Drawing on a survey of 2,594 participants from Finland and Denmark, we examine the prevalence, predictors, and implications of psychological empowerment in gaming. Our findings show that 29 percent of respondents from the nationally representative subsamples in both countries report experiencing greater psychological empowerment in gaming than in life in general. Further analysis using Partial Least Squares Structural Equation Modeling (PLS-SEM) reveals that gameplay preferences, positive affect, and playtime predict game-based psychological empowerment. Moreover, the meaningfulness component of game-based empowerment significantly influences gaming motivation — particularly immersion, achievement, relaxation, and challenge motives — as well as subjective vitality in daily life, suggesting potential transfer effects. Adapting Spreitzer’s (1995) model of psychological empowerment, this study contextualizes these findings within gaming experiences. The results contribute to a deeper understanding of psychological empowerment in games and offer insights for game design, emphasizing the value of creating meaningful and empowering play experiences.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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