著者
加藤 仁 五十嵐 祐
出版者
公益社団法人 日本心理学会
雑誌
心理学研究 (ISSN:00215236)
巻号頁・発行日
(Released:2016-01-15)
参考文献数
47

Recent research has shown growing interest in the process by which narcissism triggers immersion in social network games (SNG). Highly narcissistic individuals are motivated not only by the achievement of goals and monopoly of materials (i.e., self-enhancement), but also by comparison and competition with others (i.e., social comparison). We predicted that the common rules and environments of SNG and massively multiplayer online role-playing games (MMORPG), such as systems of exchanging items and ranking players, facilitate immersion of highly narcissistic individuals during the game. Structural equation modeling of data from 378 SNG players and 150 MMORPG players recruited online showed that self-esteem inhibited game immersion, whereas narcissism increased game immersion via motivation for goal attainment. SNG players were more likely to be immersed in the game via motivation for goal attainment than MMORPG players. These findings suggest that, compared with MMORPG, the environments of SNG provide strong incentives not for those high in self-esteem who seek acceptance of others, but for those high in narcissism who are motivated by self-enhancement via competition with others.

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外部データベース (DOI)

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ちな、こちらを参考にしました https://t.co/JWBeghcxyR めちゃめちゃ丸めた感想()で申し訳ないですけど
自己愛傾向はゲーム内の目標に対する動機づけを介して,ゲームへの没入傾向を高め,自尊心はゲーム内の目標に対する動機づけを介して,ゲームへの没入傾向を低める https://t.co/Pf1UtIwFcH
加藤・五十嵐. 自己愛傾向と自尊心がゲームへの没入傾向に及ぼす影響. 心理学研究 Vol. 87 (2016) No. 1 p. 1-11 https://t.co/Pi1FWEQ5iL https://t.co/zxFw28M34F #パズドラ
自己愛傾向と自尊心がゲームへの没入傾向に及ぼす影響 https://t.co/MUMh57Gneq
ソーシャルネットワーキングゲームや大規模多人数同時参加型オンラインRPGで自尊心がゲームへの没入を減らし、自己愛が没入を高める。自己愛→目標達成動機づけ→没入⇒自己愛傾向と自尊心がゲームへの没入傾向に及ぼす影響 https://t.co/9hL4G2ITGC
研究1に関する論文 https://t.co/nSDZC0kCqL
来週末開催のWLMに関連する論文>「自己愛傾向と自尊心がゲームへの没入傾向に及ぼす影響」https://t.co/5YbvHUEUfh https://t.co/PHzRcphMtt
【ゲーム】 本文PDF https://t.co/myDUE5fXi4

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