Game Behaviors among Adolescent MOBA Gamers in China: The Effects of Demographics, Trait Aggression, and Game Motivations
作者全名:Chen, Shuai; Mao, Bo; Wang, Xu; Wei, Mingchen; Liu, Yanling
作者地址:[Chen, Shuai] South China Normal Univ, Sch Psychol, Guangzhou, Peoples R China; [Mao, Bo] Chongqing Med Univ, Affiliated Hosp 1, Dept Psychiat, Chongqing, Peoples R China; [Wang, Xu; Wei, Mingchen; Liu, Yanling] Southwest Univ, Res Ctr Mental Hlth Educ, Fac Psychol, Chongqing, Peoples R China
通信作者:Liu, YL (通讯作者),Southwest Univ, Res Ctr Mental Hlth Educ, Fac Psychol, Chongqing, Peoples R China.
来源:PRESENCE-VIRTUAL AND AUGMENTED REALITY
ESI学科分类:COMPUTER SCIENCE
WOS号:WOS:001207789800001
JCR分区:Q4
影响因子:0.7
年份:2023
卷号:32
期号:
开始页:163
结束页:177
文献类型:Article
关键词:
摘要:Game behaviors affect gamers' psychological and behavioral development in real life. Previous studies have shown that demographic and basic personality traits are associated with game behaviors in massively multiplayer online role-playing games. However, little is known about the roles of trait aggression and game motivations, especially in multiplayer online battle arena games. Thus, the aim of this study was to investigate how demographic, trait aggression, and game motivations affect multiplayer online battle arena game behaviors. A total of 1,316 Chinese adolescent gamers who play Honor of Kings responded to questions related to demographic information, trait aggression, game motivations (socializer, competitor, escapist, story-driven, completionist, and smart-enhance), and game behaviors (aggressing, winning, creating, and helping). The multiple linear regression model results showed that males, socializers, completionists, and smart-enhance were more likely to exhibit aggressing, winning, creating, and helping behaviors. Trait aggression predicted aggressing, winning, and creating behaviors. Moreover, age and competitor scale positively predicted aggressing and winning behaviors. Meanwhile, escapists tended to engage in aggressing and creating behaviors, and story-driven players exhibited creating and helping behaviors. These results may be useful in explaining individual differences in game behaviors and the relationships between video-game and real-life behaviors for gamers.
基金机构:Fundamental Research Funds for the Central University [SWU1909106]; Humanities and Social Science Fund of the Ministry of Education of China [23XJA190002]
基金资助正文:This work was supported by the Fundamental Research Funds for the Central University (grant number SWU1909106), and the Humanities and Social Science Fund of the Ministry of Education of China (grant number 23XJA190002).