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游戏霸凌的概念、维度与量表开发
Concept, Dimensions and Scale Development of Gamebullying
本研究主要聚焦于游戏中的霸凌行为。与游戏暴力和悲伤化游戏相比,游戏霸凌往往具有着权力的不平等以及策略性,网络霸凌研究并没有考虑游戏沉浸感与玩家化身,因此,游戏霸凌的概念既必要又不可替代,对游戏玩家和游戏运营都具有重要意义。本研究通过深访与问卷明确了游戏霸凌的特征,并选择游戏霸凌或受害行为最为显著的玩家作为分析对象,使用探索性因子分析开发相应测量工具。结果表明,游戏霸凌量表提取了三个因子,分别是言语霸凌,化身霸凌和社交霸凌;游戏受害量表提取了三个因子,分别称为化身受害,社会受害和技术资本受害。最终,本研究得出《游戏霸凌者量表》与《游戏受害者量表》,并从宏观视角对于其影响因素进行延伸展望。
This research focuses on bullying in games. Compared with game violence and grief play, gamebullying is always accompanied by imbalanced power and strategies. Cyberbullying does not take game immersion and player’s avatar into consideration so the concept of gamebullying is necessary as well as irreplaceable, and it is of great significance to both game players and game operations. This study clarified the characteristics of gamebullying through in-depth interviews and surveys. Players with the most prominent gamebullying behaviors or game victimization behaviors were selected as research objects, and exploratory factor analysis was used to develop gamebullying and game victimization measurement tools, which also be verified by confirmatory factor analysis. The results show that the gamebullying scale (GBS) extracts three factors, named verbal bullying, avatar bullying, and social bullying. The game victimization scale (GVS) extracts three factors, named avatar victimization, social victimization, and technical capital victimization, respectively. Finally, the Game Bully Questionnaire and the Game Victim Questionnaire were developed. From a macro perspective, influential factors have been discussed.
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