道德恐慌和游戏障碍:专注于对数字游戏负面态度的调解作用
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Updated: Jan 20, 2026

14:02
Measuring Engagement of Spectators of Social Digital Games
Published on: July 3, 2021
3.9K
Sung Je Lee1, So Young Kim2, Christopher J Ferguson3
1Department of Digital Culture and Contents, Konkuk University, Seoul, Republic of Korea.
Frontiers in psychology
|January 19, 2026
概括
社会文化关注点推动了对游戏的负面态度,影响了将游戏障碍归类为病理的支持. 这些问题,特别是媒体威胁和对年轻人的负面看法,推动了监管协议.
科学领域:
- 心理学 心理学 心理学
- 社会学 社会学 社会学
- 媒体研究 媒体研究
背景情况:
- 世界卫生组织将游戏障碍 (GD) 纳入其中,引发了关于道德恐慌 (MP) 的辩论.
- 与GD相关的MP现象的经验证据有限.
- 了解公众对GD的看法和监管协议至关重要.
研究的目的:
- 调查社会文化关注与对GD病理化的同意之间的关联.
- 检查对游戏负面态度作为调解者的作用.
- 确定与对游戏负面态度相关的人口因素.
主要方法:
- 采用了一个结构方程模型.
- 分析了来自韩国2000名参与者的调查数据.
主要成果:
- 社会文化问题 (媒体威胁,对年轻人的负面态度) 与对游戏的负面态度和对监管的支持正相关.
- 对游戏的负面态度调解了社会文化关注和同意病理化GD之间的联系.
- 人口统计学因素,如女性,年龄较大,玩游戏较少,与对游戏的负面态度有关.
结论:
- 社会文化问题通过培养对新媒体的负面态度,极大地影响了公众对GD监管的支持.
- 道德恐慌过程对于解释公众对游戏障碍的反应很重要.
- 干预措施应解决潜在的社会文化问题,影响对GD的看法.
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