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玩电子游戏的不同动机与焦虑之间的独特关联:来自网络分析的证据
Kayleigh N Watters1, Mikael Rubin1
1Palo Alto University, Palo Alto, CA, USA.
Journal of affective disorders
|January 6, 2026
概括
玩电子游戏的成年人报告说,他们的动机各不相同",玩以赢"游戏玩家可能会经历更多的焦虑. 游戏动机中的性别差异也需要进一步调查,以全面了解玩家的体验.
科学领域:
- 心理学 心理学 心理学
- 人与计算机的交互
- 游戏研究 游戏研究
背景情况:
- 成年人经常玩电子游戏,寻求联系,能力和沉浸.
- 游戏动机可以影响心理状态,如焦虑和生活满意度.
- 关于成年人性别特异性游戏动机的研究有限.
研究的目的:
- 探索不同的成人游戏动机如何影响焦虑和生活满意度的经验.
- 调查玩电子游戏的动机中潜在的性别差异.
主要方法:
- 对包括13,464名成年电子游戏玩家在内的数据集的分析.
- 使用网络分析和千平方统计测试.
- 数据来源于一个公开可用的PsyArxiv数据集.
主要成果:
- 被"赢"取向激励的个人可能会报告更高的焦虑程度,特别是在增加游戏时间时.
- 有证据表明,男性和女性玩家之间的游戏动机存在潜在的区别.
- 游戏动机和性别是理解玩家焦虑和生活满意度的重要因素.
结论:
- 玩家的动机,比如想要赢的冲动,与焦虑等心理结果有关.
- 承认游戏动机中的性别差异对于对玩家体验的细微了解至关重要.
- 未来的研究应该考虑个人差异,包括动机和性别,在评估游戏对幸福感的影响时.
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