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arXiv 2307.04549cs.HC
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需求、激情与战利品箱——探索与战利品箱参与相关的问题行为的原因

Needs, Passions and Loot Boxes -- Exploring Reasons for Problem Behaviour in Relation to Loot Box Engagement

Dylan Mercury Cooper

AI总结:

本文基于自我决定理论和激情的二元模型,从心理需求满足与受挫的角度解释强迫性激情的形成,进而阐明战利品箱参与与问题赌博、问题游戏之间关联的潜在机制。

摘要:

关于游戏与赌博融合的研究自20世纪90年代以来一直存在。2010年代中期,电子游戏中出现了战利品箱这一游戏机制,其具有基于概率的结果,与赌博在结构和心理上具有相似性,引发了公众争议,并促成了战利品箱研究这一新研究领域的诞生。此后,多项研究发现战利品箱参与与问题赌博以及问题游戏之间存在关联。然而,由于这些数据的横断面性质,关于因果关系的推断受到限制。虽然战利品箱研究已广泛考察了战利品箱参与与问题行为之间的关系,但很少有研究解释驱动玩家与战利品箱互动的潜在动机。本论文的目标是为战利品箱参与与问题赌徒或问题玩家之间的关系提供可能的解释。为此,本文借鉴了两个重要的心理学理论:自我决定理论和激情的二元模型。自我决定理论中的心理需求及其满足或受挫概念在此被用来解释和谐激情或强迫性激情的发展,这些激情概念在激情的二元模型中被引入。这些强迫性激情已被证明可能是行为成瘾的前因,例如问题赌博或问题游戏。因此,需求、激情和战利品箱开启之间的相互作用可以阐明上述战利品箱参与与问题行为之间的相关性。然而,还需要进一步的研究,特别是利用纵向数据,来更好地理解这些过程。

英文摘要:

Research on the convergence of gaming and gambling has been around since the 1990s. The emergence of loot boxes in video games in the mid 2010s, a game mechanic with a chance-based outcome that shares structural and psychological similarities to gambling, caused public controversy and lead to the inception of a new field of study, loot box research. Since then, various studies have found a relationship between loot box engagement and problem gambling as well as problem gaming. Due to the cross-sectional nature of this data, however, inferences about causality are limited. While loot box research has extensively investigated the relationship between loot box engagement and problem behaviour, little research has been done to explain the underlying motivations of players that drive them to interact with loot boxes. The goal of this thesis is to provide possible explanations for the relationship between loot box engagement and problem gamblers or problem gamers. In doing so, it draws upon two prominent psychological theories. Self-Determination Theory and the Dualistic Model of Passion. Self-Determination Theory's concept of psychological needs and their satisfaction or frustration is hereby used to explain the development of harmonious or obsessive passions, which are introduced in the Dualistic Model of Passion. These obsessive passions have been shown to be possible antecedents of behavioural addictions, such as problem gambling or problem gaming. Thus, the interplay between needs, passions and loot box opening could elucidate the aforementioned correlations between loot box engagement and problem behaviour. However, further research, especially utilising longitudinal data, is needed to better understand these processes.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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