玩电子游戏的热情与行为学校参与之间的关系:通过玩游戏时间进行调解

IF 4.6 Q2 MATERIALS SCIENCE, BIOMATERIALS
Martina Lotar Rihtarić, Ivana Vrselja, Ajana Löw
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引用次数: 1

摘要

本研究的目的是检验玩电子游戏的和谐激情和强迫性激情与行为学校投入的关系,并确定这两种激情是否通过玩电子游戏的时间与行为学校投入间接相关。这项相关在线研究的数据来自于568名14至19岁的高中生(55.5%为男生)的便利配额样本(M = 15.89;Sd = 1.16)。参与者自我报告了他们对玩电子游戏的热情,他们花在玩电子游戏上的时间,以及他们在学校的行为参与度。通径分析显示,和谐激情和强迫性激情都对学校行为投入产生直接影响,并通过玩电子游戏的时间产生间接影响。较高的和谐激情与较高的学校参与度直接相关,但也与较低的学校参与度间接相关,因为它与玩电子游戏的时间更多有关。相比之下,较高的强迫性激情与较低的学校参与度直接或间接相关,因为它与更多的玩耍时间有关。这些结果在激情的二元模型的背景下进行了讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Relationship between passion for playing video games and behavioral school engagement: Mediation through time spent playing
The aim of this study was to examine the relationship of harmonious and obsessive passion for playing video games with behavioral school engagement, and to determine whether these two types of passion are indirectly related to behavioral school engagement through time spent playing video games. Data for this correlational, on-line study were collected from a convenience quota sample of 568 high-school students (55.5% boys) between 14 and 19 years old (M = 15.89; SD = 1.16). Participants self-reported their passion for playing video games, the amount of time they spent playing video games, and their behavioral school engagement. Path analysis showed that both harmonious and obsessive passion exerted direct effects on behavioral school engagement, as well as indirect effects through time spent playing video games. Higher harmonious passion was directly related to higher school engagement, but it was also indirectly related to lower school engagement because of its association with more time spent playing video games. In contrast, higher obsessive passion was related to lower school engagement both directly as well as indirectly through its association with more time spent playing. The results are discussed in the context of the dualistic model of passion.
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来源期刊
ACS Applied Bio Materials
ACS Applied Bio Materials Chemistry-Chemistry (all)
CiteScore
9.40
自引率
2.10%
发文量
464
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