研究旨在探讨网络游戏障碍(Internet gaming disorder, IGD)的发生机制及其与社会比较和战利品箱风险指数(Risky loot box index, RLI)的相互关系。通过在线的方式进行数据收集,所有参与的游戏玩家报告了他们的社会人口特征,并对玩家的社会比较倾向、战利品箱风险指数和IGD风险程度进行了标准化评估。利用SPSS Process4.1分析了社会比较对RLI介导的游戏玩家IGD的影响。711名参与者成功完成了在线数据收集,其中634名被试(Female = 211)的有效数据被保留,平均年龄21.31,63.1%为在校大学生。结果显示社会比较以及RLI可以预测玩家的IGD水平;同时,RLI在社会比较对IGD的影响中起着部分中介的作用。这为未来网络游戏中的战利品箱监管提供了参考。This study aimed to investigate the mechanisms of Internet Gaming Disorder (IGD), examining its associations with social comparison and the Risky Loot Box Index (RLI). Data collection was conducted online. All participants reported their demographic characteristics and underwent standardized assessments for social comparison, IGD and RLI. SPSS Process 4.1 was used to analyze the mediating effects. A total of 711 participants completed our online survey, from which 634 eligible datasets (211 female) were retained for subsequent analysis. The mean age was 21.31 ± 2.07 years, and 63.1% were college students. The results suggest that both social comparison and RLI significantly predict the risk of IGD among players. Additionally, RLI serves as a partial mediator in the relationship between social comparison and IGD, demonstrating its intermediary role in this psychological process. These findings offer valuable insights for future regulatory frameworks concerning loot boxes in online gaming environments.
暂无评论