Friends, fun, frustration and fantasy: Child motivations for video game play

Friends, fun, frustration and fantasy: Child motivations for video game play
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DOI:
10.1007/s11031-012-9284-7
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发表时间:
2013-03-01
影响因子:
4.8
通讯作者:
Olson, Cheryl K.
Olson, Cheryl K.
中科院分区:
心理学3区
文献类型:
--
作者:
Ferguson, Christopher J.;Olson, Cheryl K.

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尽管相当多的注意力已经研究了儿童玩电子游戏的潜在积极和消极后果,但相对较少的研究研究了儿童使用游戏的动机。目前的研究希望通过调查大量青少年样本(n = 1254)中儿童玩电子游戏的动机来弥补文献中的这一空白。结果表明,视频游戏的使用很常见,而且通常是一种社交活动。社交游戏主要通过与社交、乐趣/挑战和当前压力水平相关的动机来预测。对暴力游戏的偏好在男性中更为常见,并且通过乐趣/挑战动机和信念预测此类游戏可以宣泄压力。临床上患有抑郁症和多动症症状的儿童并没有玩更多的游戏或更多的暴力游戏,但更倾向于认可使用电子游戏的宣泄动机。这项研究的结果让我们了解了儿童使用游戏的动机,以及有心理社会问题症状的儿童(通过儿科症状检查表的子量表确定)的动机可能与其他儿童有何不同。
Although a considerable amount of attention has examined potential positive and negative consequences of video game play in children, relatively little research has examined children's motivations for using games. The current study hopes to address this gap in the literature by examining children's motivations for video game play in a large sample of youth (n = 1254). Results indicated that video game use was common, and often a social activity. Social play was mainly predicted by motivations related to socialization, fun/challenge and current stress level. Preference for violent games was more common in males and predicted by fun/challenge motivations and beliefs such games could be cathartic for stress. Children with clinically elevated levels of depressive and ADHD symptoms did not play more games, or more violent games, but were more inclined to endorse catharsis motivations for video game use. Results from this study provide understanding of what motivates children to use games, and how the motivations of children with symptoms of psychosocial problems (as identified via subscales of the Pediatric Symptom Checklist) may differ from others.