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揭示了多人数字游戏体验与工作场所孤独之间的关系:一个调节的串行调解分析
Ali E Akgün1, Halit Keskin2, Emel Esen1
1Faculty of Economics and Administrative Sciences, Department of Management, Yildiz Technical University, Istanbul, Türkiye.
BMC psychology
|September 27, 2025
概括
工作中的多人数字游戏可以通过促进行为和逃避来减少员工的孤独感,特别是当任务不是例行公事时. 这一发现凸显了游戏在改善工作场所社会动态方面的潜力.
科学领域:
- 心理学 心理学 心理学
- 人与计算机的交互
- 组织行为 组织行为
背景情况:
- 对单人数字游戏和孤独感的研究广泛,但多人数字游戏对工作场所孤独感的影响仍未得到充分探索.
- 现有的文献提出了数字游戏与孤独之间的联系的相互矛盾的发现,经常忽略了关键的心理和任务相关因素.
- 了解多人游戏体验和员工孤独感之间的细微关系对于组织福祉至关重要.
研究的目的:
- 调查多人数字游戏体验对员工工作场所孤独感的影响.
- 检查这种关系中促进行为和自我扩张逃避的调解角色.
- 探索任务常规性对多人游戏和工作场所孤独之间的联系的缓解效应.
主要方法:
- 一项研究涉及120名来自服务和制造业的员工,他们在工作中参与多人数字游戏.
- 利用自我报告问卷来衡量多人游戏体验,增强行为,工作场所的孤独感,自我扩张的逃避,以及任务的常规性.
- 使用部分最小平方结构方程建模 (PLS-SEM) 来分析拟议的关系.
主要成果:
- 在多人数字游戏体验和工作场所孤独之间没有发现直接关系.
- 观察到一个显著的串行调解效应:多人游戏体验对提升行为产生了积极的影响,这反过来又对自我扩张逃避产生了积极影响.
- 自我扩张逃避与工作场所的孤独有负相关性,而更高的任务例行性减弱了这种调解途径.
结论:
- 在工作中玩多人数字游戏可以通过促进行为和自我扩张逃避来间接减少孤独感.
- 任务的常规性起到了缓和作用,这表明游戏的好处在不那么常规的工作环境中更为明显.
- 研究结果提供了理论见解和实际策略,用于利用数字游戏来促进社会联系和减轻工作场所的孤独感.
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