Мотивы игровой деятельности и личностные особенности взрослых игроков в игры живого общения
Аннотация
Обоснование. В последние годы исследователи отмечают увеличение популярности у взрослых людей игр живого общения (игры в формате личных встреч). Пространство игр живого общения, в отличие от компьютерных игр, характеризуется иными возможностям для личностного проявления и социального взаимодействия игроков, в связи с чем роль этих игр в жизни взрослого населения, а также личностные особенности игроков будут иметь отдельную специфику.
Цель – изучение ведущих мотивов игровой деятельности и связанных с ними личностных особенностей у взрослых мужчин и женщин, играющих в игры живого общения.
Материалы и методы. В исследовании приняли участие 64 постоянных члена клуба игр живого общения. Для установления перечня мотивов участия в играх живого общения применялись методы опроса (анкетирование) и контент-анализа. Личностные особенности игроков устанавливались с помощью метода тестирования. Для установления доминирования показателей и взаимосвязи между ними применялись методы математической статистики (биномиальный критерий, Критерии ранговый ДА Фридмана, W-критерий знаковых рангов Уилкоксона, коэффициент корреляции Спирмена, U-критерий Манна-Уитни).
Результаты. Ведущие мотивы участия в играх живого общения идентичны у игроков-мужчин и игроков-женщин: коммуникативный, гедонистический, интеллектуальный, досуговый. Участие в играх живого общения и у мужчин, и у женщин может обеспечивать как реализацию основного жизненного мотива, так и удовлетворение ситуативных потребностей игроков. Мотивация участия в играх живого общения у мужчин поддерживается особенностями их социальной фрустрированности, а у женщин – особенностями их фрустрированности, адаптированности и внутренней конфликтности. И у игроков-мужчин, и у игроков-женщин ведущие мотивы участия в играх живого общения сопровождаются их низкой социальной фрустрированностью.
EDN: HLGPPA
Скачивания
Литература
Список литературы
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Manci, E., Güdücü, Ç., Günay, E., Güvendi, G., Campbell, M., & Bediz, C. Ş. (2024). The Relationship Between Esports Game Genres and Cognitive Performance: A Comparison Between First-Person Shooter Versus Multiplayer Online Battle Arena Games in Younger Adults. Entertainment Computing, 50, 100640. https://doi.org/10.1016/j.entcom.2024.100640
Mancini, T., Imperato, C., & Sibilla, F. (2019). Does Avatar's Character and Emotional Bond Expose to Gaming Addiction? Two Studies on Virtual Self-Discrepancy, Avatar Identification and Gaming Addiction in Massively Multiplayer Online Role-Playing Game Players. Computers in Human Behavior, 92, 297–305. https://doi.org/10.1016/j.chb.2018.11.007
Margolis, A. A., Gavrilova, E. V., Kuravsky, L. S., Shepeleva, E. A., Voitov, V. K., Ermakov, S. S., & Dumin, P. N. (2021). Measuring Higher-Order Cognitive Skills in Collective Interactions with Computer Game. Cultural-Historical Psychology, 17(2), 90–104. https://doi.org/10.17759/chp.2021170209
Martončik, M., & Lokša, J. (2016). Do World of Warcraft (MMORPG) Players Experience Less Loneliness and Social Anxiety in Online World (Virtual Environment) Than in Real World (Offline)?. Computers in Human Behavior, 56, 127–134. https://doi.org/10.1016/j.chb.2015.11.035
Meriläinen, M., Hietajärvi, L., Aurava, R., & Stenros, J. (2023). Games in Everyday Life: Profiles of Adolescent Digital Gaming Motives and Well-Being Outcomes. Telematics and Informatics Reports, 12, 100104. https://doi.org/10.1016/j.teler.2023.100104
Montag, C., Schivinski, B., Kannen, C., & Pontes, H. M. (2022). Investigating Gaming Disorder and Individual Differences in Gaming Motives Among Professional and Non-Professional Gamers: An Empirical Study. Addictive Behaviors, 134, 107416. https://doi.org/10.1016/j.addbeh.2022.107416
Ortiz de Gortari, A. B. (2023). Coping with COVID-19 Pandemic Stressors: Comparisons Between Non-Players and Players, and Levels of Game Transfer Phenomena. Entertainment Computing, 44, 100530. https://doi.org/10.1016/j.entcom.2022.100530
Sibilla, F., Imperato, C., Mancini, T., & Musetti, A. (2022). The Association Between Level of Personality Organization and Problematic Gaming: Anxiety, Depression, and Motivations for Playing as Mediators. Addictive Behaviors, 132, 107368. https://doi.org/10.1016/j.addbeh.2022.107368
Tsai, C.-C., Chen, P.-Y., Tsai, M.-Y., Wu, C.-S., & Chen, M.-F. (2024). The Effect of a Bone-Preserving Board Game Program on Knowledge, Attitudes and Preventive Behaviors of Osteoporosis in Older Adults. Geriatric Nursing, 56, 212–217. https://doi.org/10.1016/j.gerinurse.2024.02.007
Vuorinen, L., Savolainen, L., Hagfors, H., & Oksanen, A. (2022). Basic Psychological Needs in Gambling and Gaming Problems. Addictive Behaviors Reports, 16, 100445. https://doi.org/10.1016/j.abrep.2022.100445
Zhou, Y., Lv, X., Wang, L., Li, J., & Gao, X. (2023). What Increases the Risk of Gamers Being Addicted? An Integrated Network Model of Personality–Emotion–Motivation of Gaming Disorder. Computers in Human Behavior, 141, 107647. https://doi.org/10.1016/j.chb.2022.107647
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Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and Video Gaming: Comparing Regular Gamers, Non-Gamers, and Gaming Addicts and Differentiating Between Game Genres. Computers in Human Behavior, 55(Part A), 406–412. https://doi.org/10.1016/j.chb.2015.09.041
de Hesselle, L., Rozgonjuk, D., Sindermann, C., Pontes, H., & Montag, C. (2021). The Associations Between Big Five Personality Traits, Gaming Motives, and Self-Reported Time Spent Gaming. Personality and Individual Differences, 171, 110483. https://doi.org/10.1016/j.paid.2020.110483
Demetrovics, Z., Urbán, R., Nagygyörgy, K., Fazekas, G., Griffiths, M. D., Paksi, B., . . . Kun, B. (2011). Why Do You Play? The Development of the Motives for Online Gaming Questionnaire (MOGQ). Behavior Research Methods, 43(3), 814–825. https://doi.org/10.3758/s13428-011-0091-y
Erdogan, O. (2023). The Mediator's Role of Communication Skills in the Effect of Social Skills on Digital Game Addiction. Acta Psychologica, 237, 103948. https://doi.org/10.1016/j.actpsy.2023.103948
Gabbiadini, A., Baldissarri, C., Durante, F., Valtorta, R. R., De Rosa, M., & Gallucci, M. (2020). Together Apart: The Mitigating Role of Digital Communication Technologies on Negative Affect During the COVID-19 Outbreak in Italy. Frontiers in Psychology, 11, 554678. https://doi.org/10.3389/fpsyg.2020.554678
Giardina, A., Di Blasi, M., Schimmenti, A., King, D. L., Starcevic, V., & Billieux, J. (2021). Online Gaming and Prolonged Self-Isolation: Evidence from Italian Gamers During the COVID-19 Outbreak. Clinical Neuropsychiatry, 18(1), 65–74. https://doi.org/10.36131/cnfioritieditore20210106
Gong, A.-D., & Huang, Y.-T. (2023). Finding Love in Online Games: Social Interaction, Parasocial Phenomenon, and In-Game Purchase Intention of Female Game Players. Computers in Human Behavior, 143, 107681. https://doi.org/10.1016/j.chb.2023.107681
Gosztonyi, M. (2023). Who Are the Gamers? Profiling Adult Gamers Using Machine Learning Approaches. Telematics and Informatics Reports, 11, 100074. https://doi.org/10.1016/j.teler.2023.100074
Kim, S. Y., Huang-Isherwood, K. M., Zheng, W., & Williams, D. (2022). The Art of Being Together: How Group Play Can Increase Reciprocity, Social Capital, and Social Status in a Multiplayer Online Game. Computers in Human Behavior, 133, 107291. https://doi.org/10.1016/j.chb.2022.107291
Larrieu, M., Billieux, J., & Décamps, G. (2022). Problematic Gaming and Quality of Life in Online Competitive Videogame Players: Identification of Motivational Profiles. Addictive Behaviors, 133, 107363. https://doi.org/10.1016/j.addbeh.2022.107363
Liao, G.-Y., Pham, T. L., Huang, H.-Y., Cheng, T. C. E., & Teng, C.-I. (2022). Real-World Demotivation as a Predictor of Continued Video Game Playing: A Study on Escapism, Anxiety and Lack of Intrinsic Motivation. Electronic Commerce Research and Applications, 53, 101147. https://doi.org/10.1016/j.elerap.2022.101147
Manci, E., Güdücü, Ç., Günay, E., Güvendi, G., Campbell, M., & Bediz, C. Ş. (2024). The Relationship Between Esports Game Genres and Cognitive Performance: A Comparison Between First-Person Shooter Versus Multiplayer Online Battle Arena Games in Younger Adults. Entertainment Computing, 50, 100640. https://doi.org/10.1016/j.entcom.2024.100640
Mancini, T., Imperato, C., & Sibilla, F. (2019). Does Avatar's Character and Emotional Bond Expose to Gaming Addiction? Two Studies on Virtual Self-Discrepancy, Avatar Identification and Gaming Addiction in Massively Multiplayer Online Role-Playing Game Players. Computers in Human Behavior, 92, 297–305. https://doi.org/10.1016/j.chb.2018.11.007
Margolis, A. A., Gavrilova, E. V., Kuravsky, L. S., Shepeleva, E. A., Voitov, V. K., Ermakov, S. S., & Dumin, P. N. (2021). Measuring Higher-Order Cognitive Skills in Collective Interactions with Computer Game. Cultural-Historical Psychology, 17(2), 90–104. https://doi.org/10.17759/chp.2021170209
Martončik, M., & Lokša, J. (2016). Do World of Warcraft (MMORPG) Players Experience Less Loneliness and Social Anxiety in Online World (Virtual Environment) Than in Real World (Offline)?. Computers in Human Behavior, 56, 127–134. https://doi.org/10.1016/j.chb.2015.11.035
Meriläinen, M., Hietajärvi, L., Aurava, R., & Stenros, J. (2023). Games in Everyday Life: Profiles of Adolescent Digital Gaming Motives and Well-Being Outcomes. Telematics and Informatics Reports, 12, 100104. https://doi.org/10.1016/j.teler.2023.100104
Montag, C., Schivinski, B., Kannen, C., & Pontes, H. M. (2022). Investigating Gaming Disorder and Individual Differences in Gaming Motives Among Professional and Non-Professional Gamers: An Empirical Study. Addictive Behaviors, 134, 107416. https://doi.org/10.1016/j.addbeh.2022.107416
Ortiz de Gortari, A. B. (2023). Coping with COVID-19 Pandemic Stressors: Comparisons Between Non-Players and Players, and Levels of Game Transfer Phenomena. Entertainment Computing, 44, 100530. https://doi.org/10.1016/j.entcom.2022.100530
Sibilla, F., Imperato, C., Mancini, T., & Musetti, A. (2022). The Association Between Level of Personality Organization and Problematic Gaming: Anxiety, Depression, and Motivations for Playing as Mediators. Addictive Behaviors, 132, 107368. https://doi.org/10.1016/j.addbeh.2022.107368
Tsai, C.-C., Chen, P.-Y., Tsai, M.-Y., Wu, C.-S., & Chen, M.-F. (2024). The Effect of a Bone-Preserving Board Game Program on Knowledge, Attitudes and Preventive Behaviors of Osteoporosis in Older Adults. Geriatric Nursing, 56, 212–217. https://doi.org/10.1016/j.gerinurse.2024.02.007
Vuorinen, L., Savolainen, L., Hagfors, H., & Oksanen, A. (2022). Basic Psychological Needs in Gambling and Gaming Problems. Addictive Behaviors Reports, 16, 100445. https://doi.org/10.1016/j.abrep.2022.100445
Zhou, Y., Lv, X., Wang, L., Li, J., & Gao, X. (2023). What Increases the Risk of Gamers Being Addicted? An Integrated Network Model of Personality–Emotion–Motivation of Gaming Disorder. Computers in Human Behavior, 141, 107647. https://doi.org/10.1016/j.chb.2022.107647
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