[自恋和自尊对沉浸在社交网络游戏和大型多人在线角色扮演游戏中的影响]

Q4 Psychology
Kato Jin, Tasuku Igarashi
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引用次数: 8

摘要

最近的研究表明,人们对自恋引发沉浸在社交网络游戏(SNG)中的过程越来越感兴趣。高度自恋的个体不仅被目标的实现和物质的垄断所激励。我们预测,SNG和大型多人在线角色扮演游戏(MMORPG)的共同规则和环境,如交换物品和排名玩家的系统,促进了高度自恋个体在游戏中的沉浸感。对在线招募的378名SNG玩家和150名MMORPG玩家的数据进行结构方程建模发现,自尊抑制了游戏沉浸感,而自恋则通过实现目标的动机提高了游戏沉浸感。与MMORPG玩家相比,SNG玩家更有可能通过实现目标的动机而沉浸在游戏中。这些发现表明,与MMORPG相比,SNG的环境不是为那些寻求他人接受的高自尊者提供了强大的激励,而是为那些通过与他人竞争来提升自我的高自恋者提供了强大的激励。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
[The effects of narcissism and self-esteem on immersion in social network games and massively multiplayer online role-playing games].

Recent research has shown growing interest in the process by which narcissism triggers immersion in social network games (SNG). Highly narcissistic individuals are motivated not only by the achievement of goals and monopoly of materials (i:e., self-enhancement), but also by comparison and competition with others (i.e., social comparison) We predicted that the common rules and environments of SNG and massively multiplayer online role-playing games (MMORPG), such as systems of exchanging items and ranking players, facilitate immersion of highly narcissistic individuals during the game. Structural equation modeling of data from 378 SNG players and 150 MMORPG players recruited online showed that self-esteem inhibited game immersion, whereas narcissism increased game immersion via motivation for goal attainment. SNG players were more likely to be immersed in the game via motivation for goal attainment than MMORPG players. These findings suggest that, compared with MMORPG, the environments of SNG provide strong incentives not for those high in self-esteem who seek acceptance of others, but for those high in narcissism who are motivated by self-enhancement via competition with others.

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来源期刊
Shinrigaku Kenkyu
Shinrigaku Kenkyu Psychology-Psychology (all)
CiteScore
0.40
自引率
0.00%
发文量
36
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