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网络游戏行为偏好与EPQ人格特质的关系研究
作者:张广磊  邓光辉 
单位:郑州铁路职业技术学院公共教学部心理教研室  河南 郑州 450000 
关键词:行为偏好 人格特征 网络游戏 
分类号:R395.6
出版年,卷(期):页码:2009,17(2):225-226
摘要:

目的:探讨网络游戏行为偏好及其玩家类型和人格特质的关系。方法:对294名玩家进行网络游戏偏好调查问卷和EPQ人格问卷测试。结果:玩家在人格问卷的E量表的得分和偏好问卷的攻击态度量表的得分显著负相关,E量表和攻击行为显著正相关;N量表的得分和投入精力、投入情感、攻击行为显著正相关;P量表的得分和投入精力、投入情感显著正相关;相关系数分别在-0.16至0.28之间。杀手类玩家在N、P量表上的得分显著大于休闲类玩家,而在E量表上的得分显著小于休闲类玩家;宣泄类玩家和休闲类玩家在人格各个维度上的得分均无差异显著。多血质玩家在投入精力和投入情感两个分量表上得分的显著偏低,胆汁质玩家在攻击行为分量表上的得分显著偏高,而黏液质玩家在攻击态度分量表上的得分显著偏高。结论:网络游戏行为偏好理论及其玩家分类模型有人格方面的依据;不同人格类型玩家在网游中表现出不同的行为偏好。

Objective: This research mainly concerns the relationship between the behavior preference in network game and the trait of personality of players. Methods: This study surveyed 294 players by Behavior Preference in Network Game Questionnaire(BPNGQ) and Eysenck Personality Questionnaire(EPQ). Results: All scores in factors of BPNGQ ex cluding emotion of agression had significant correlations with all dimensions of EPQ . In all traits of personality, there was significant differences between types of killer and relaxing, and no significant difference between catharsis and relaxing. Sanguineous players had lower scores in putting in energy and emotion of devotion. Bilious players had higher scores in behavior of aggression, and players of viscous had higher scores in attitude of aggression. Conclusion: Theory of behavior preference in network game has evidence of personality. Players of different personality traits display various preference in network game.

基金项目:
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参考文献:

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