The current study used the structural components of Facebook games to select predictors of Problematic Video Game Play (PVGP) in relation to Facebook games. Based upon how game design and structure may interact with p...The current study used the structural components of Facebook games to select predictors of Problematic Video Game Play (PVGP) in relation to Facebook games. Based upon how game design and structure may interact with personality characteristics, the current study examined the effects of hypercompetitiveness, narcissism, reward responsiveness and psychological absorption on PVGP for a group of Facebook gamers. Moreover, the present study also observed how results may differ between Facebook gamers (n = 102), and a group of other (non-Facebook) gamers (n = 132). The Facebook group comprised 84% of females with an average age of 40.39 (SD = 14.00), whereas the other group of gamers consisted of 61% of males with an average age of 24.70 (SD = 7.86). Participants completed an online survey. Structural Equation Modelling (SEM) revealed that an interaction between hypercompetitiveness and narcissism was the only significant predictor of PVGP for Facebook gamers. In contrast, a second structural model revealed that both hypercompetitiveness and psychological absorption were significant predictors of PVGP for other types of gamers. The findings from this study had important implications regarding the structure of video games and demographic differences between Facebook Gamers and other types of gamers.展开更多
A mixed-methods research design was employed to investigate the association between depression and Facebook use. An online questionnaire was completed by 135 participants from a medium-sized Australian university. Fol...A mixed-methods research design was employed to investigate the association between depression and Facebook use. An online questionnaire was completed by 135 participants from a medium-sized Australian university. Follow-up semi-structured interviews were conducted with 4 of 10 participants who volunteered to be interviewed. Although 25% of students were identified as at-risk for depression, quantitative analyses revealed no significant differences in Facebook use for at-risk versus not at-risk participants. None of the 5 at-risk students who volunteered to be interviewed actually responded to repeated attempts to make an interview time, whereas 4/5 not-at-risk students were interviewed. Notably, discrepancies in Facebook use reported in self- report questionnaire and interview data were revealed, which have implications for researchers when interpreting self-report Facebook usage data.展开更多
文摘The current study used the structural components of Facebook games to select predictors of Problematic Video Game Play (PVGP) in relation to Facebook games. Based upon how game design and structure may interact with personality characteristics, the current study examined the effects of hypercompetitiveness, narcissism, reward responsiveness and psychological absorption on PVGP for a group of Facebook gamers. Moreover, the present study also observed how results may differ between Facebook gamers (n = 102), and a group of other (non-Facebook) gamers (n = 132). The Facebook group comprised 84% of females with an average age of 40.39 (SD = 14.00), whereas the other group of gamers consisted of 61% of males with an average age of 24.70 (SD = 7.86). Participants completed an online survey. Structural Equation Modelling (SEM) revealed that an interaction between hypercompetitiveness and narcissism was the only significant predictor of PVGP for Facebook gamers. In contrast, a second structural model revealed that both hypercompetitiveness and psychological absorption were significant predictors of PVGP for other types of gamers. The findings from this study had important implications regarding the structure of video games and demographic differences between Facebook Gamers and other types of gamers.
文摘A mixed-methods research design was employed to investigate the association between depression and Facebook use. An online questionnaire was completed by 135 participants from a medium-sized Australian university. Follow-up semi-structured interviews were conducted with 4 of 10 participants who volunteered to be interviewed. Although 25% of students were identified as at-risk for depression, quantitative analyses revealed no significant differences in Facebook use for at-risk versus not at-risk participants. None of the 5 at-risk students who volunteered to be interviewed actually responded to repeated attempts to make an interview time, whereas 4/5 not-at-risk students were interviewed. Notably, discrepancies in Facebook use reported in self- report questionnaire and interview data were revealed, which have implications for researchers when interpreting self-report Facebook usage data.