心理与行为研究 ›› 2017, Vol. 15 ›› Issue (3): 405-410.

• 应用心理学 • 上一篇    下一篇

基本需要满足对游戏满意度的影响:沉醉感和积极情绪的序列中介作用*

宋快1,2,3, 范翠英1,2, 牛更枫1,2, 褚晓伟1,2   

  1. 1 青少年网络心理与行为教育部重点实验室,武汉 430079
    2 华中师范大学心理学院,武汉 430079
    3 湖北幼儿师范高等专科学校学前教育系,鄂州 436032
  • 收稿日期:2015-07-30 出版日期:2017-05-20 发布日期:2017-06-08
  • 通讯作者: 范翠英,E-mail: fancy@mail.ccnu.edu.cn。
  • 基金资助:
    教育部人文社会科学研究规划基金项目(15YJA190001)和北京师范大学中国基础教育质量检测协同创新中心自主课题(2016-04-009-BZK01)

The Impact of Basic Needs Satisfaction on Game Satisfaction: The Serial Mediating Role of Flow Experience and Positive Emotion

Song Kuai1,2,3, Fan Cuiying1,2, Niu Gengfeng1,2, Chu Xiaowei1,2   

  1. 1 Key Laboratory of Adolescent CyberPsychology and Behavior, Ministry of Education, Wuhan 430079;
    2 School of Psychology, Central China Normal University, Wuhan 430079;
    3 Department of Preschool Education, Hubei Preschool Teachers College, Ezhou 436032
  • Received:2015-07-30 Online:2017-05-20 Published:2017-06-08

摘要: 为探讨基本需要满足对游戏满意度的影响及其作用机制,研究采用基本需要满足问卷、沉醉感问卷、积极情感量表和游戏满意度问卷对286名网络游戏玩家进行调查。结果发现:(1)基本需要满足、沉醉感、积极情绪和游戏满意度之间两两显著正相关;(2)基本需要满足对游戏满意度不仅有直接预测作用,还能通过三条间接路径影响游戏满意度:沉醉感的中介作用;积极情绪的中介作用;沉醉感和积极情绪的链式中介作用。结论基本需要满足不仅对游戏满意度有直接影响,还能通过沉醉感和积极情绪的序列中介作用影响游戏满意度。

关键词: 网络游戏, 基本需要满足, 沉醉感, 积极情绪, 游戏满意度

Abstract: In order to investigate the impact of basic needs satisfaction on game satisfaction as well as the mediation of flow experience and positive emotion, a sample of 286 online-game player completed Questionnaire of Basic Needs Satisfaction, Flow Experience Questionnaire, Positive Affect Scale and Satisfaction With Game Scale. Data were analyzed with SPSS 17.0. We used bias-corrected percentile Bootstrap method to analyze the chain mediating roles of online flow experience and positive emotion in relationship between basic needs satisfaction and game satisfaction. The results indicated: 1)the four factors of basic needs satisfaction, flow experience, positive emotion and game satisfaction are all pairwise correlated; basic needs satisfaction had an direct effect on game satisfaction and could significantly predict flow experience and positive emotion; flow experience could significantly predict positive emotion; and both flow experience and positive emotion could significantly predict game satisfaction. 2)basic needs satisfaction affected game satisfaction through three indirect paths: the mediating role of flow experience, the mediating role of positive emotion, and the chain mediating role of both online flow experience and positive emotion. Conclusion: Basic needs satisfaction not only had an direct effect on game satisfaction but also affected game satisfaction through the serial mediating role of flow experience and positive emotion.

Key words: online game, basic needs satisfaction, flow experience, positive emotion, game satisfaction

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