角色认同在年轻MOBA玩家角色吸引力和自我物化之间起中介作用:角色自定义和性别交换的调节作用。

IF 3 3区 心理学 Q1 PSYCHOLOGY, MULTIDISCIPLINARY
Lujie Hao, Yawen Su, Qingquan Jiang
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引用次数: 0

摘要

背景:利用角色识别解释角色吸引力对年轻MOBA玩家自我物化的影响,并分析角色自定义和性别交换的调节作用。方法:采用非概率抽样和滚雪球抽样的方法,收集有效问卷495份。该研究使用了虚拟角色吸引力量表、简短的玩家-虚拟角色识别量表(PAI)、物化身体意识量表和虚拟角色定制量表。结果:(1)头像吸引力正向预测自我物化。(2)虚拟形象认同在虚拟形象吸引力与自我物化之间起中介作用。(3)在男性群体中,虚拟形象自定义和性别交换都显著调节了虚拟形象吸引力与虚拟形象识别的关系。(4)在女性群体中,虚拟形象定制显著调节了虚拟形象吸引力与自我物化、虚拟形象认同与自我物化之间的关系。结论:角色吸引力可以直接诱导年轻MOBA玩家的自我物化行为,并通过角色认同的中介作用。对于男性和女性群体来说,角色定制和性别交换在这种关系中起着调节作用。本研究旨在揭示角色吸引力对自我物化的潜在影响机制,识别出具有较高自我物化风险的年轻MOBA玩家,并提出有效的预防和干预策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Avatar identification mediates the relationship between avatar attractiveness and self-objectification among young MOBA players: the moderated roles of avatar customization and gender swapping.

Avatar identification mediates the relationship between avatar attractiveness and self-objectification among young MOBA players: the moderated roles of avatar customization and gender swapping.

Avatar identification mediates the relationship between avatar attractiveness and self-objectification among young MOBA players: the moderated roles of avatar customization and gender swapping.

Avatar identification mediates the relationship between avatar attractiveness and self-objectification among young MOBA players: the moderated roles of avatar customization and gender swapping.

Background: Utilizing avatar identification to explain the relationship between avatar attractiveness on players' self-objectification among young MOBA players and analyze the moderating effects of avatar customization and gender swapping.

Methods: Applying non-probability sampling and snowball sampling methods, 495 valid questionnaires were collected. The study utilized the Avatar Attractiveness Scale, the short form Player-Avatar Identification Scale (PAI), the Objectified Body Consciousness Scale, and the Avatar Customization Scale.

Results: (1) Avatar attractiveness positively predicted self-objectification. (2) Avatar identification mediates the relationship between avatar attractiveness and self- objectification. (3) In the male group, both avatar customization and gender swapping significantly moderated the relationship between avatar attractiveness and avatar identification. (4) In the female group, avatar customization significantly moderated the relationships between avatar attractiveness and self-objectification, as well as between avatar identification and self-objectification.

Conclusion: Avatar attractiveness can induce young MOBA players' self-objectification directly as well as through the mediating effect of avatar identification. Avatar customization and gender swapping play moderating roles in this relationship for both male and female groups. This study sheds light on the underlying the impact mechanism of avatar attractiveness on self-objectification, with the aim to identify young MOBA players at a higher risk of self-objectification and propose effective prevention and intervention strategies.

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来源期刊
BMC Psychology
BMC Psychology Psychology-Psychology (all)
CiteScore
3.90
自引率
2.80%
发文量
265
审稿时长
24 weeks
期刊介绍: BMC Psychology is an open access, peer-reviewed journal that considers manuscripts on all aspects of psychology, human behavior and the mind, including developmental, clinical, cognitive, experimental, health and social psychology, as well as personality and individual differences. The journal welcomes quantitative and qualitative research methods, including animal studies.
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