Game Behaviors among Adolescent MOBA Gamers in China: The Effects of Demographics, Trait Aggression, and Game Motivations

侵略 特质 人口统计学的 心理学 中国 电子游戏 社会心理学 发展心理学 人口学 地理 计算机科学 多媒体 社会学 考古 程序设计语言
作者
Shuai Chen,Bo Mao,Xu Wang,Mingchen Wei,Yanling Liu
出处
期刊:Presence: Teleoperators & Virtual Environments [MIT Press]
卷期号:: 1-35
标识
DOI:10.1162/pres_a_00407
摘要

Abstract 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 smarty-pants), and game behaviors (aggressing, winning, creating, and helping). The multiple linear regression model results showed that males, socializers, completionists, and smarty-pants 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.

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