The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming

The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming
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DOI:
10.1016/j.chb.2014.05.020
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发表时间:
2014-09-01
影响因子:
9.9
通讯作者:
Kardefelt-Winther, Daniel
Kardefelt-Winther, Daniel
中科院分区:
心理学1区
文献类型:
--
作者:
Kardefelt-Winther, Daniel

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这项研究的目的是实证检验所提出的补偿性互联网使用理论,表明过度玩网络游戏的人有动机这样做,因为他们需要科普心理社会问题(Kardefelt-Winther,2014 a; Kardefelt-Winther,2014 b)。这项研究使用了来自魔兽世界(WoW)玩家的调查数据,这是一款流行的MMO游戏。心理社会问题的指标是高压力和低自尊,动机是逃避现实。实证分析调查了心理社会福祉指标与动机之间的相互作用效应。据推测,逃避现实和消极结果之间的关系将是积极的个人与高压力或低自尊,这将是逃避现实的网络游戏作为一种应对策略的指示。然而,这只适用于那些从在线游戏中经历更多负面结果的人,这将突出那些经历很多问题的人和那些经历很少的人之间的重要差异。结果表明,压力和自尊都对逃避行为和消极结果之间的关系起到了预期的调节作用。在这两种情况下,逃避主义和消极结果之间的关系是积极的,在存在更多的心理问题(即高压力或低自尊)的人谁经历了许多消极的结果,但不是那些谁经历很少。研究结果支持补偿性互联网使用的理论,并表明过度的在线游戏可能是生活问题的应对策略,而不是DSM-V中提出的精神障碍。(C)2014爱思唯尔有限公司版权所有。
The purpose of this study was to empirically test the proposed theory of compensatory internet use, suggesting that people who play online games excessively are motivated to do so because they need to cope with psychosocial problems (Kardefelt-Winther, 2014a; Kardefelt-Winther, 2014b). The study used survey data from players of World of Warcraft (WoW), a popular MMO game. The indicators of psychosocial problems were high stress and low self-esteem and the motivation was escapism. The empirical analysis investigated interaction effects between indicators of psychosocial well-being and motivations. It was hypothesized that the relationship between escapism and negative outcomes would be positive for individuals with high stress or low self-esteem, which would be indicative of escapist online gaming as a coping strategy. However, this was only expected for individuals who experience more negative outcomes from their online gaming, which would highlight an important difference between those who experience many problems and those who experience few. The results showed that both stress and self-esteem moderated the relationship between escapism and negative outcomes as expected. In both cases, the relationship between escapism and negative outcomes was positive in the presence of more psychosocial problems (i.e. high stress or low self-esteem) for those who experience many negative outcomes, but not for those who experience few. The results support the theory of compensatory internet use and suggest that excessive online gaming may be a coping strategy for life problems rather than a mental disorder as proposed in DSM-V. (C) 2014 Elsevier Ltd. All rights reserved.