Gamers Like It Green: The Significance of Vegetation in Online Gaming

被引:8
|
作者
Truong, Minh-Xuan [1 ,2 ]
Prevot, Anne-Caroline [1 ,3 ]
Clayton, Susan [4 ]
机构
[1] Sorbonne Univ, Ctr Ecol & Sci Conservat CESCO, UPMC, UMR7204,MNHN,CNRS,CP135, Paris, France
[2] Albert Vieille SAS, Vallauris, France
[3] Univ Paris Ouest Nanterre Def, Dept Psychol, Lab Parisien Psychol Sociale LAPPS EA4386, Nanterre, France
[4] Coll Wooster, Psychol Dept, Wooster, OH 44691 USA
来源
ECOPSYCHOLOGY | 2018年 / 10卷 / 01期
关键词
Virtual experience of nature; Biophilia; Online universe; Virtual nature; Video games; Connection to nature;
D O I
10.1089/eco.2017.0037
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Modern lifestyles have increased a separation between humans and nature while also integrating technology into daily life. The use of technology has not only supplanted people's traditional experiences with nature but begun to change them: Through videos and documentaries, we can discover windows opened onto wilderness, landscapes, places, and species we would not be able to reach and see otherwise. Even video games contribute to this phenomenon. Can gaming play a role in the relationship between humans and nature? The current study focused on how players relate to nature in the world's number-one online role-playing game, the World of Warcraft (WoW). We distributed an online questionnaire to 1,173 French-speaking gamers to assess their preferred landscapes in the virtual environment, their relations to nature in real life, and their motivations to play. The results indicate that players prefer virtual areas displaying a significant amount of green vegetation and specific open landscapes but that this preference is not related to their connectedness with nature nor to their motivation to play, which is mostly to escape from their daily life. We showed also that people that declared being motivated to play for nature-based reasons are those that declare being less connected with nature in real life. We discuss these results as a reflection of biophilia in a virtual context, that is, an attraction to virtual landscapes that are healthy and full of vegetation, when it has become difficult to reach such landscapes in real life.
引用
收藏
页码:1 / 13
页数:13
相关论文
共 50 条
  • [1] Online gaming misbehaviours and their adverse impact on other gamers
    Teng, Ching-I
    Tseng, Fan-Chen
    Chen, Ye-Sho
    Wu, Soushan
    [J]. ONLINE INFORMATION REVIEW, 2012, 36 (03) : 342 - 358
  • [2] Online computer gaming: a comparison of adolescent and adult gamers
    Griffiths, MD
    Davies, MNO
    Chappell, D
    [J]. JOURNAL OF ADOLESCENCE, 2004, 27 (01) : 87 - 96
  • [3] Typology of gamers: The latent profile analysis of online gaming motives
    Kiraly, Orsolya
    Urban, Robert
    Banyai, Fanni
    Demetrovics, Zsolt
    [J]. JOURNAL OF BEHAVIORAL ADDICTIONS, 2019, 8 : 144 - 145
  • [4] Online gaming dependency, attention levels and sleep quality among online gamers
    Esgalhado, G.
    Fernandes, A.
    Pereira, H.
    [J]. EUROPEAN PSYCHIATRY, 2021, 64 : S573 - S574
  • [5] Female Gamers' Experience of Online Harassment and Social Support in Online Gaming: A Qualitative Study
    McLean, Lavinia
    Griffiths, Mark D.
    [J]. INTERNATIONAL JOURNAL OF MENTAL HEALTH AND ADDICTION, 2019, 17 (04) : 970 - 994
  • [6] GAMES, GAMERS, & GAMING
    Robbins, M. Brandon
    [J]. LIBRARY JOURNAL, 2016, 141 (11) : 49 - 49
  • [7] Psychometric Assessment of the Motives for Online Gaming Questionnaire Among Iranian Gamers
    Hamzehzadeh, Marziyeh
    Sangchooli, Arshiya
    Farnam, Rabert
    Rafiemanesh, Hosein
    Shadloo, Behrang
    Ghani, Kamyar
    Jobehdar, Maral Mardaneh
    Amin-Esmaeili, Masoumeh
    Rahimi, Jamileh
    Demetrovics, Zsolt
    Kiraly, Orsolya
    Rahimi-Movaghar, Afarin
    [J]. PSYCHIATRY INVESTIGATION, 2022, 19 (05) : 333 - 340
  • [8] Female Gamers’ Experience of Online Harassment and Social Support in Online Gaming: A Qualitative Study
    Lavinia McLean
    Mark D. Griffiths
    [J]. International Journal of Mental Health and Addiction, 2019, 17 : 970 - 994
  • [9] GAMES, GAMERS, & GAMING Kleiman on Gaming for Seniors
    Danforth, Liz
    [J]. LIBRARY JOURNAL, 2010, 135 (15) : 44 - 44
  • [10] A latent profile approach for classifying internet gamers based on motives for online gaming
    Kim, Bin -na
    Kang, Hyo shin
    Park, J. U. N. G. K. Y. U.
    [J]. JOURNAL OF BEHAVIORAL ADDICTIONS, 2023, 12 (01) : 148 - 158