Problematic involvement in online games: A cluster analytic approach

Problematic involvement in online games: A cluster analytic approach
复制标题

DOI:
10.1016/j.chb.2014.10.055
复制
发表时间:
2015-02-01
影响因子:
9.9
通讯作者:
Van der Linden, Martial
Van der Linden, Martial
中科院分区:
心理学1区
文献类型:
--
作者:
Billieux, Joel;Thorens, Gabriel;Van der Linden, Martial

文献摘要

被引文献

相似文献

玩网络游戏可能会产生问题并产生不良后果。一些心理因素已经被证明会影响这种问题行为的发展和维持,包括冲动性特征,游戏动机(沉浸,成就,社会关系)和自尊。本研究的目的是确定是否可以确定可靠的亚型问题在线收藏。1057名在线游戏玩家被招募。使用经过验证的问卷来测量既定的心理风险因素(冲动性,玩的动机,自尊)和玩的潜在后果(成瘾症状,积极和消极的影响)。游戏中的实际行为也受到了监控。确定了五个可靠的玩家集群(三个有问题的集群和两个无问题的集群)。聚类比较显示,所考虑的心理因素差异参与有问题的网络游戏。在理论层面上,研究结果强调,问题在线游戏取决于广泛的心理因素。在临床层面,所显示的心理特征的多样性支持针对特定心理机制的个性化(定制)干预措施的发展。总的来说,我们的研究结果表明,将大型多人在线角色扮演游戏的问题使用概念化为“行为成瘾”过于限制,可能会导致简化异质性和多决定性的问题行为。(C)2014爱思唯尔有限公司版权所有。
Playing online games can become problematic and engender adverse consequences. Several psychological factors have been shown to influence the development and the maintenance of this problematic behavior, including impulsivity traits, motives to play (immersion, achievement, social affiliation), and self-esteem. The aim of the current study is to determine whether reliable subtypes of problematic online garners can be identified. A sample of 1057 online gamers was recruited. Validated questionnaires were used to measure established psychological risk factors (impulsivity, motives to play, self-esteem) and potential consequences of playing (addiction symptoms, positive and negative affect). Actual in-game behaviors were also monitored. Five reliable clusters of gamers were identified (three problematic and two nonproblematic clusters). Cluster comparison revealed that the psychological factors considered are differentially involved in problematic online gaming. At the theoretical level, the results emphasized that problem online gaming depends on a wide range of psychological factors. At the clinical level, the diversity of psychological profiles shown supports the development of personalized (custom-made) interventions targeting specific psychological mechanisms. Overall, our findings suggest that conceptualizing the problematic use of massively multiplayer online role-playing games as "behavioral addiction" is too restrictive and might result in the simplification of heterogeneous and multi-determined problematic behaviors. (C) 2014 Elsevier Ltd. All rights reserved.