电子游戏
心理学
比例(比率)
随意的
身份(音乐)
透视图(图形)
社会心理学
社会认同理论
多媒体
社会团体
计算机科学
材料科学
量子力学
人工智能
声学
复合材料
物理
作者
Brian H. Yim,Andrew Lepp,Bryan Dowdell,Jacob E. Barkley
标识
DOI:10.1016/j.chb.2022.107476
摘要
Research examining video game players from a psychological and behavioral perspective is prominent however there is still a need to better distinguish casual from serious video game players (i.e., gamers). The present research developed a nine-item scale for assessing the extent to which an individual self-identifies as a gamer and tested the scale with variables of interest. Professors involved with a university esports program and athletes from a university esports team developed a list of 18 items portraying aspects of a gamer identity (e.g., self-concept, social group membership, role performance). These items were included in a larger survey completed by 591 frequent video game players. Using established methods, the nine item, single factor, “Gamer Identity Scale” was developed and determined to be valid and reliable. Using t-tests, ANOVAs, and multiple regression, the Gamer Identity Scale was tested against variables common to the gaming literature. Using the new scale, gamer identity was significantly and positively related to behavioral intentions (i.e., intentions to play video games, interact with gamers, watch streaming video games), time spent playing video games, esports team membership, and age. Gamer identity was not related to gender, race, ethnicity, or money spent on video games. Implications and future directions are discussed.
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