Why We Distort in Self-Report: Predictors of Self-Report Errors in Video Game Play

Why We Distort in Self-Report: Predictors of Self-Report Errors in Video Game Play
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DOI:
10.1111/jcc4.12056
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发表时间:
2014-07-01
影响因子:
7.2
通讯作者:
Williams, Dmitri
Williams, Dmitri
中科院分区:
人文科学1区
文献类型:
--
作者:
Kahn, Adam S.;Ratan, Rabindra;Williams, Dmitri

文献摘要

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运用认知失调和平衡理论,本研究探讨了影响MMO玩家不准确报告游戏时间的因素。据推测,玩家属于类别以外的刻板游戏玩家(e。G.年轻、受教育程度低、男性)可能会少报上场时间。研究还假设,那些对游戏持不太积极态度的玩家更有可能少报他们的游戏时间。将人们自我报告的每周使用MMO EverQuest II的情况与他们实际平均每周使用游戏的情况进行比较,数据显示,年龄,教育,缺乏玩游戏的乐趣以及缺乏在线社区意识预测了更大程度的漏报。
Using Cognitive Dissonance and Balance Theory, this study investigates factors that predict how and why MMO players inaccurately report their game playing time. It was hypothesized that players belonging to categories other than the stereotypical game player (e. g. younger, less educated, male) would be likely to underreport playing time. It was also hypothesized that those players who held less positive attitudes toward the game would be more likely to underreport their playing time. Comparing people's self-reported weekly usage of an MMO, EverQuest II, with their actual average weekly usage of the game, data showed that age, education, lack of enjoyment playing the game, and lack of an online sense of community predicted greater levels of underreporting.