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作 者:杨雅 苏芳 武迪 李钒 YANG Ya;SU Fang;WU Di;LI Fan
机构地区:[1]北京师范大学新闻传播学院
出 处:《传媒经济与管理研究》2022年第3期80-105,共26页Media Economics and Management Research
摘 要:网络游戏作为一种虚拟空间的行为方式,在一定程度上已经广泛嵌入到青少年用户的社交和生活场景之中;游戏形态也作为一种连接性的媒介化居间平台,重构了时空场景和青少年的社会关系。本文关注青少年对于MOBA手游使用的满足感与持续使用意愿,问卷收集全国1602个样本。研究发现,首先,青少年玩家游戏使用时间长、打开频率高,MOBA游戏的社交属性强;其次,未成年人游戏付费意愿更强,更倾向于在游戏中获取虚拟权力,同时更不容易意识到游戏的营销目的和隐私风险;最后,享乐型满足能够显著预测青少年游戏的持续使用意愿。自我体验的中介效应发现,游戏享乐型满足增强了自尊感,不过自尊感负向预测游戏的持续使用意愿,起到了遮掩作用。同样,自我效能感在享乐型满足对持续使用意愿的影响中起到遮掩作用,可见积极的自我体验感缓解了青少年对于游戏的持续使用意愿。由此,研究从影响个体发展的“个体—环境”关系的动态机制提出,一方面,注重游戏使用主体积极心理资本的培育,提升青少年自我效能和韧性;另一方面,提倡游戏治理形式上的“元治理”,探讨游戏问题性使用的分级标准和临界点,充分发挥游戏媒介的可供性,扩大游戏功能谱系,从青少年游戏体验的视角探讨“功能性游戏”发展的可能性。As a virtual space behavior,online games have been widely embedded in the social and life arenas of adolescent users to a certain extent;the game form also serves as a connective intermediary platform that reconstructs the spatio-temporal scenes and adolescent social relationships.This paper focused on teenagers self-experience including self-esteem and self-efficacy,gaming gratifications,and continuance intention,with a questionnaire recruiting a sample of 1602 teenagers across the country.It found that,first,adolescent players used games frequently and for a long period,and MOBA games contained strong social attributes;second,teenagers were more inclined to pay for games and obtain virtual power in gaming,while less likely to be aware of the marketing purposes and privacy risks of games;third,the gratifications of hedonic,utilitarian,and sociality significantly predicted the continued intention of gaming,but different types of gratifications impacted with different mechanisms and effects.The mediating effect of self-experience indicated that gaming hedonic satisfaction enhanced self-esteem,but self-esteem negatively predicted continuance intention,which played a suppressing effect.Similarly,self-efficacy played a suppressing role in the impact of hedonic satisfaction on continued game usage.It can be seen that positive self-experience alleviated the adolescents gaming continuance intention.Therefore,the study proposed,on the one hand,to focus on the cultivation of positive psychological capital of game users to enhance self-efficacy and resilience,from the dynamic mechanism of the individual-environment relationship that affects individual development,and,on the other hand,to advocate a meta-governance on online games,which explores the grading standard and threshold of problematic game use,gives full play to the availability of game media,expands the spectrum of game functions,and the possibility of developing functional games from the perspective of adolescents game experience.
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