享受而非上瘾:吸引人类玩家而不助长对电脑游戏的心理上瘾

IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL
Ching-I Teng
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引用次数: 0

摘要

游戏成瘾会给玩家带来健康和社交问题,从而引出以下问题:游戏如何在不助长游戏成瘾的情况下吸引玩家?这个问题在文献中还没有得到充分的回答,因为从理论上讲,它没有包括早期游戏成瘾的结转效应。此外,从方法上来看,之前的研究并未将游戏体验作为成瘾的先决条件,这表明有可能错误地指定成瘾预测因素。为了解决这些差距,我们的研究建立了一个模型来解释游戏忠诚度、乐趣、逃避主义和沉浸感如何影响当前的游戏成瘾,更重要的是,考虑了早期游戏成瘾的影响。设计/方法/方法数据来自1026名玩家对两轮调查的完整回复。该模型使用结构方程模型进行测试,该模型包含了游戏体验之间的所有相关性,有效地克服了文献中方法论上的挑战。研究发现,早期游戏成瘾对当前游戏成瘾的影响最大。逃避现实和沉浸感助长了游戏成瘾,而游戏忠诚度则不然。令人惊讶的是,乐趣减少了游戏成瘾。原创性/价值我们的研究结果为游戏制作者提供了洞见,让他们能够专注于乐趣和游戏忠诚度,从而以合乎道德的方式提高游戏的可持续性。我们的模型解释了当前游戏成瘾中53%的差异,表明其与玩家的健康状况和游戏系统的可持续性相关。要注意的是,这些发现完全是基于来自台湾的样本。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Enjoyment not addiction: Attracting human players without fueling psychological addiction to computer games

Purpose

Game addiction creates health and social problems among players, leading to the following question: How can games attract players without fueling game addiction? This question has not been sufficiently answered in the literature because, theoretically, it has not included the carry-over effect of earlier game addiction. Additionally, methodologically, prior research has not included all possible correlations among the game experiences as the antecedents to addiction, indicating the possibility of mis-specifying addiction predictors. To address these gaps, our study built a model to explain how game loyalty, enjoyment, escapism, and immersion affect current game addiction and, importantly, considers the influence of earlier game addiction.

Design/methodology/approach

The data were drawn from complete responses from 1026 players to two waves of surveys. The model was tested using structural equation modeling, which includes all the correlations among the game experiences, effectively overcoming the methodological challenges in the literature.

Findings

Earlier game addiction was observed to have the greatest influence on current game addiction. Escapism and immersion fueled game addiction, whereas game loyalty did not. Surprisingly, enjoyment reduced game addiction.

Originality/value

Our findings offer insights to game makers by envisioning that they focus on enjoyment and game loyalty, thus likely enhancing game sustainability in an ethical manner. Our model explained 53 % of the variance in current game addiction, indicating its relevance to players’ health and the sustainability of gaming systems. Caution should be taken, as the findings are based exclusively on a sample from Taiwan.
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来源期刊
CiteScore
7.80
自引率
0.00%
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