进入数字子洞:客观化增加了有问题的游戏
Jiaxin Shi1, Zaixuan Zhang2, Zhansheng Chen2
1Faculty of Psychology, South China Normal University, Guangzhou, China.
Cyberpsychology, behavior and social networking
|January 17, 2025
概括
客观化,或者被视为一个对象,显著增加了问题游戏. 逃避驱使这种联系,但生活中强烈的意义感可以减少游戏的意图.
科学领域:
- 心理学 心理学 心理学
- 人与计算机的交互
- 社会学 社会学 社会学
背景情况:
- 客观化,否认人性,与负面的生活结果有关.
- 它对在线行为的影响,特别是有问题的游戏,研究不足.
研究的目的:
- 调查客观化和问题游戏之间的关系.
- 探索逃避主义的调解作用和生活中意义的调节作用.
主要方法:
- 使用了相关 (N=300),调解 (N=300) 和调节 (N=400) 的实验设计.
- 参与者完成了评估对象化,问题游戏,逃避和生活意义的措施.
主要成果:
- 在客观化和问题游戏之间发现了显著的积极关联.
- 客观化直接增加了有问题的游戏意图,通过逃避来调解.
- 生活中感知到的意义减轻了对象化对问题游戏的影响.
结论:
- 客观化是导致有问题的在线游戏的一个重要因素.
- 逃避行为作为一种机制,将客观化与游戏增加联系在一起.
- 旨在增加生活意义的干预措施可能有助于减少有问题的游戏.
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