...
首页> 外文期刊>Psychology of addictive behaviors >An Investigation of the Reinforcing Value of Video Game Playing Relative to Concurrently Available Monetary Alternatives
【24h】

An Investigation of the Reinforcing Value of Video Game Playing Relative to Concurrently Available Monetary Alternatives

机译:加强价值的视频进行调查同时游戏相对于可用货币的替代品

获取原文
获取原文并翻译 | 示例
           

摘要

Objective: Video game playing (VGP) has received recent attention as a result of sharing many similarities with other addictive behaviors. Behavioral economic models are commonly used to understand drug use and other addictive behaviors and may similarly inform conceptual models of VGP. Method: The present study employed behavioral economic principles to conceptualize relative reinforcing value for playing video games compared to concurrently available alternative potential monetary reinforcers. Participants (N = 81) played three video games picked to represent games of low, medium, and high quality (i.e., OutDrive, Forza Motorsport 1, and Forza Motorsport 7), with quality designations based on the research teams' assessment of various features of the game (e.g., graphics, sound, immersion) as well as the game's market value at the time the study was conducted. Participants played each game for 10 min and completed Visual Analog Scales and a multiple-choice procedure (MCP) designed to assess relative reinforcing value at various time points during and after each session. Results: As hypothesized, both subjective ratings and relative reinforcing value increased as the designated quality of the game increased. More specifically, the high-quality game was rated as more fun and likable and had a higher MCP crossover point than the medium and low-quality games. Conclusions: Like other behavioral addiction studies, results suggest that methodologies and behavioral measures commonly used in drug administration literature can be effectively applied to VGP. Public Health Significance Statement This study suggests that the relative reinforcing value of video games can be assessed with tools that have been used to assess other addictive behaviors such as psychoactive substances and gambling. In addition, it suggests that video games with higher assigned quality have higher relative reinforcing values.
机译:摘要目的:玩电子游戏(虚地磁极)已收到最近由于分享很多的关注与其他成瘾行为的相似性。行为经济模型是常用的了解药物使用和其他成瘾行为并可能同样通知概念模型虚地磁极。行为经济原则概念化玩视频相对强化值游戏相比,同时可用潜在的货币替代强化物。参与者(N = 81)扮演了三个视频游戏挑选代表游戏的低、中、和高质量(例如,舷外挂机,力量赛车1,和力量赛车7),质量基于研究团队的名称评估游戏的各种特性(例如,图形、声音、浸没式)以及游戏的当时的市场价值进行了研究。参与者玩10分钟和每一场比赛视觉模拟尺度和完成多项选择题过程(MCP)设计评估相对强化价值在不同的时间每个会话期间和之后。主观评级和假设相对强化值增加指定游戏的质量增加。具体来说,高质量的游戏被评为更有趣和可爱,有一个更高的MCP比中、低质量的交叉点游戏。成瘾的研究,结果表明,一般方法和行为的措施可以用于药物管理局文学有效地应用于虚地磁极。这项研究表明,意义声明视频游戏的相对增强价值与工具,被用来评估评估等其他成瘾行为刺激神经类物质和赌博。此外,它表明,视频游戏更高的分配质量相对较高加强价值观。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号