Indicators of wellbeing in recreational video game players

Indicators of wellbeing in recreational video game players
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休闲视频游戏玩家的健康指标

DOI:
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发表时间:
2015
期刊:
Australasian Computer-Human Interaction Conference
影响因子:
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通讯作者:
L. Hides
L. Hides
中科院分区:
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文献类型:
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作者:
Kellie Vella;Daniel M. Johnson;L. Hides

文献摘要

被引文献

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视频游戏是一种流行的娱乐选择,但我们对娱乐游戏的潜在健康益处的了解有限。一项在线调查(最终样本,n = 297)通过调查玩家体验与幸福感的关系来解决这一问题。通过分层回归研究了游戏量、游戏类型、游戏模式(社交或孤独游戏)和游戏的心理体验(流动和需求满足)对幸福感(情感、心理和社会)的多维测量的影响。年龄,性别,玩休闲游戏与射击游戏相比,以及在游戏中的流动,自主性和相关性的经验与幸福感的增加有关。
Video game play is a popular entertainment choice, yet we have a limited understanding of the potential wellbeing benefits associated with recreational play. An online survey (final sample, n = 297) addresses this by investigating how the player experience related to wellbeing. The impact of amount of play, game genre, mode of play (social or solitary play) and the psychological experience of play (flow and need satisfaction) on a multi-dimensional measure of wellbeing (emotional, psychological and social) was examined via hierarchical regression. Age, gender, the play of casual games compared to shooters, and in-game experiences of flow, autonomy and relatedness were associated with increases in dimensions of wellbeing.