|
内隐外显人格与MOBA游戏玩家游戏成瘾的关系:卷入度的中介作用
|
Abstract:
[1] | 陈瑞, 郑毓煌, 刘文静(2013). 中介效应分析: 原理, 程序, bootstrap方法及其应用. 营销科学学报, 9(4), 120-135. |
[2] | 崔丽娟, 胡海龙, 吴明证, 解春玲(2006). 网络游戏成瘾者的内隐攻击性研究. 心理科学, 29(3), 570-573. |
[3] | 冯建英, 杜学元, 曾云华, 王洪荣(2009). 内隐、外显自尊分离状况与心理健康关系研究. 教育研究与实验, (5), 92-96. |
[4] | 贺金波, 郭永玉, 柯善玉, 赵仑(2008). 网络游戏成瘾者认知功能损害的erp研究. 心理科学, 31(2), 380-384, 388. |
[5] | 黄芥, 周珲, 董光恒, 彭润雨(2012). 大学生网络游戏成瘾与社会技能、自尊水平的关系. 中国健康心理学杂志, 20(11), 1757-1759. |
[6] | 雷雳, 杨洋, 柳铭心(2006). 青少年神经质人格、互联网服务偏好与网络成瘾的关系. 心理学报, 38(3), 375-381. |
[7] | 田瑞琪, 唐小娟(2014). 研究生与本科生应对方式与大五人格关系. 中国健康心理学杂志, 22(1), 123-125. |
[8] | 田瑞琪, 唐小娟, 刘亭亭(2013). 研究生和本科生防御机制及与大五人格的关系. 中国学校卫生, 34(7), 818-820. |
[9] | 王佳宁(2015). 内隐、外显大五人格与职业决策困难的关系研究. 硕士学位论文, 南京: 南京师范大学. |
[10] | 张久林(2014). 电子游戏音频对玩家主观卷入度的影响: 游戏经验的调节作用. 硕士学位论文, 重庆: 西南大学. |
[11] | 郑信军(2007). 处境不利学生的内隐、外显自我概念及其与社会支持的关系. 心理科学, 30(1), 109-114. |
[12] | Anderson, C. A., & Dill, K. E. (2000). Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. Journal of Personality & Social Psychology, 78, 772-790. https://doi.org/10.1037/0022-3514.78.4.772 |
[13] | Back, M. D., Schmukle, S. C., & Egloff, B. (2009). Predicting Actual Behavior from the Explicit and Implicit Self-Concept of Personality. Journal of Personality and Social Psychology, 97, 533-548. https://doi.org/10.1037/a0016229 |
[14] | Billieux, J. (2014). Sy20-1 Overview of Internet Addiction. Alcohol & Alcoholism, 49, i19.
https://doi.org/10.1093/alcalc/agu052.85 |
[15] | Cole, S. H., & Hooley, J. M. (2013). Clinical and Personality Correlates of MMO Gaming Anxiety and Absorption in Problematic Internet Use. Motor Control, 31, 424-436. https://doi.org/10.1177/0894439312475280 |
[16] | Costa, P. T., Zonderman, A. B., Mccrae, R. R., & Williams, R. B. (1985). Content and Comprehensiveness in the MMPI: An Item Factor Analysis in a Normal Adult Sample. Journal of Personality and Social Psychology, 48, 925-933.
https://doi.org/10.1037/0022-3514.48.4.925 |
[17] | Egloff, B., & Schmukle, S. C. (2004). Gender Differences in Implicit and Explicit Anxiety Measures. Personality & Individual Differences, 36, 1807-1815. https://doi.org/10.1016/j.paid.2003.07.002 |
[18] | Frost, B. C., Ko, C. H., & James, L. R. (2007). Implicit and Explicit Personality: A Test of a Channeling Hypothesis for Aggressive Behavior. The Journal of Applied Psychology, 92, 1299-319. https://doi.org/10.1037/0021-9010.92.5.1299 |
[19] | Greenwald, A. G., Mcghee, D. E., & Schwartz, J. L. K. (1998). Measuring Individual Differences in Implicit Cognition: The Implicit Association Test. Journal of Personality & Social Psychology, 74, 1464-1480.
https://doi.org/10.1037/0022-3514.74.6.1464 |
[20] | Greenwald, A. G., Nosek, B., & Banaji, M. R. (2003). Under-standing and Using the Implicit Association Test: I. An Improved Scoring Algorithm. Journal of Personality & Social Psychology, 85, 197-216.
https://doi.org/10.1037/0022-3514.85.2.197 |
[21] | Grimshaw, G. M., Yelle, S. K., Schoger, J., & Bright, K. S. (2008). Magical Ideation Is Related to Questionnaire But Not Behavioural Measures of Handedness. Laterality: Asymmetries of Body, Brain and Cognition, 13, 22-33.
https://doi.org/10.1080/13576500701508539 |
[22] | Grumm, M., & Collani, G. V. (2007). Measuring Big-Five Personality Dimensions with the Implicit Association Test—Implicit Personality Traits or Self-Esteem? Personality & Individual Differences, 43, 2205-2217.
https://doi.org/10.1016/j.paid.2007.06.032 |
[23] | Hofmann, W. et al. (2005). A Meta-Analysis on the Correlation between the Implicit Association Test and Explicit Self-Report Measures. Personality and Social Psychology Bulletin, 31, 1369-1385.
https://doi.org/10.1177/0146167205275613 |
[24] | Ip, B., Jacobs, G., & Watkins, A. (2008). Gaming Frequency and Academic Performance. Australasian Journal of Educational Technology, 24, 355-373. https://doi.org/10.14742/ajet.1197 |
[25] | Jackson, L. A., Eye, A. V., Witt, E. A., Zhao, Y., & Fitzgerald, H. E. (2011). A Longitudinal Study of the Effects of Internet Use and Videogame Playing on Academic Performance and the Roles of Gender, Race and Income in These Relationships. Computers in Human Behavior, 27, 228-239. https://doi.org/10.1016/j.chb.2010.08.001 |
[26] | Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T. et al. (2008). Measuring and Defining the Experience of Immersion in Games. International Journal of Human-Computer Studies, 66, 641-661.
https://doi.org/10.1016/j.ijhcs.2008.04.004 |
[27] | Khazaal, Y., Chatton, A., Rothen, S., Achab, S. et al. (2016). Psychometric Properties of the 7-Item Game Addiction Scale among French and German Speaking Adults. BMC Psychiatry, 16, Article No. 132.
https://doi.org/10.1186/s12888-016-0836-3 |
[28] | Lehenbauer-Baum, M., & Fohringer, M. (2015). Towards Classification Criteria for Internet Gaming Disorder: Debunking Differences between Addiction and High Engagement in a German Sample of World of Warcraft Players. Computers in Human Behavior, 45, 345-351. https://doi.org/10.1016/j.chb.2014.11.098 |
[29] | Lehenbauer-Baum, M., Klaps, A., Kovacovsky, Z., Witzmann, K., Zahlbruckner, R., & Stetina, B. U. (2015). Addiction and Engagement: An Explorative Study toward Classification Criteria for Internet Gaming Disorder. Cyberpsychology Behavior & Social Networking, 18, 343-349. https://doi.org/10.1089/cyber.2015.0063 |
[30] | Mccrae, R. R., & Costa, P. T. (2002). Personality in Adulthood: A Five-Factor Theory Perspective. New York: Guilford Press. https://doi.org/10.4324/9780203428412 |
[31] | Mccrae, R. R., & Terracciano, A. (2005). Personality Profiles of Cultures: Aggregate Personality Traits. Journal of Personality and Social Psychology, 89, 407-425. https://doi.org/10.1037/0022-3514.89.3.407 |
[32] | Mehroof, M., & Griffiths, M. (2010). Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety. Cyberpsychology, Behavior, and Social Networking, 13, 313-316.
https://doi.org/10.1089/cyber.2009.0229 |
[33] | Miklósi, M., Szabó, M., Martos, T., Galambosi, E., & Forintos, D. P. (2013). Cognitive Emotion Regulation Strategies Moderate the Effect of Parenting Self-Efficacy Beliefs on Parents’ Anxiety Following Their Child’s Surgery. Journal of Pediatric Psychology, 38, 462-471. https://doi.org/10.1093/jpepsy/jss174 |
[34] | Montag, C., Flierl, M., Markett, S., Walter, N., Jurkiewicz, M., & Reuter, M. (2011). Internet Addiction and Personality in First-Person-Shooter Video Gamers. Journal of Media Psychology, 23, 163-173.
https://doi.org/10.1027/1864-1105/a000049 |
[35] | Müller, K. W., Glaesmer, H., Br?hler, E., W?lfling, K., & Beutel, M. E. (2014). Prevalence of Internet Addiction in the General Population: Results from a German Population-Based Survey. Behaviour & Information Technology, 33, 757-766.
https://doi.org/10.1080/0144929X.2013.810778 |
[36] | Peters, C. S., & Malesky, L. A. M. (2008). Problematic Usage among Highly-Engaged Players of Massively Multiplayer Online Role Playing Games. Cyberpsychology & Behavior: The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society, 11, 481-484. https://doi.org/10.1089/cpb.2007.0140 |
[37] | Seah, M. L., & Cairns, P. (2008). From Immersion to Addiction in Videogames. British HCI Group Conference on People & Computers: Culture, Liverpool, 1-5 September 2008, 55-63. https://doi.org/10.14236/ewic/HCI2008.6 |
[38] | Steffens, M. C., & K?nig, S. S. (2006). Predicting Spontaneous Big Five Behavior with Implicit Association Tests. European Journal of Psychological Assessment, 22, 13-20. https://doi.org/10.1027/1015-5759.22.1.13 |
[39] | Teng, C.-I. (2008). Personality Differences between Online Game Players and Nonplayers in a Student Sample. CyberPsychology & Behavior, 11, 232-234. https://doi.org/10.1089/cpb.2007.0064 |
[40] | Tyack, A., Wyeth, P., & Johnson, D. (2016). The Appeal of MOBA Games: What Makes People Start, Stay, and Stop. ACM Symposium on Computer-Human Interaction in Play, 313-325. https://doi.org/10.1145/2967934.2968098 |
[41] | Vianello, M., Robusto, E., & Anselmi, P. (2010). Implicit Conscientiousness Predicts Academic Performance. Personality & Individual Differences, 48, 452-457. https://doi.org/10.1016/j.paid.2009.11.019 |
[42] | Wilson, T. D., Lindsey, S., & Schooler, T. Y. (2000). A Model of Dual Attitudes. Psychological Review, 107, 101-126.
https://doi.org/10.1037/0033-295X.107.1.101 |
[43] | Witmer, B. G., & Singer, M. J. (1998). Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments, 7, 225-240. https://doi.org/10.1162/105474698565686 |
[44] | Yang, C. K., Choe, B. M., Baity, M., Lee, J. H., & Cho, J. S. (2005). Scl-90-r and 16pf Profiles of Senior High School Students with Excessive Internet Use. Canadian Journal of Psychiatry, 50, 407-414.
https://doi.org/10.1177/070674370505000704 |
[45] | Young, K. S. (1996). Psychology of Computer Use: XL. Addictive Use of the Internet: A Case That Breaks the Stereotype. Psychological Reports, 79, 899. https://doi.org/10.2466/pr0.1996.79.3.899 |
[46] | Yu, H., & Cho, J. (2016). Prevalence of Internet Gaming Disorder among Korean Adolescents and Associations with Non-Psychotic Psychological Symptoms, and Physical Aggression. American Journal of Health Behavior, 40, 705-716.
https://doi.org/10.5993/AJHB.40.6.3 |