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用于促进青少年健康的电子游戏故事沉浸感:文献综述

Story Immersion of Videogames for Youth Health Promotion: A Review of Literature.

作者信息

Lu Amy Shirong, Baranowski Tom, Thompson Debbe, Buday Richard

机构信息

School of Communication, Northwestern University , Evanston, Illinois.

USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine , Houston, Texas.

出版信息

Games Health J. 2012 Jun;1(3):199-204. doi: 10.1089/g4h.2011.0012.

DOI:10.1089/g4h.2011.0012
PMID:24416639
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC3833363/
Abstract

This article reviews research in the fields of psychology, literature, communication, human-computer interaction, public health, and consumer behavior on narrative and its potential relationships with videogames and story immersion. It also reviews a narrative's role in complementing behavioral change theories and the potential of story immersion for health promotion through videogames. Videogames have potential for health promotion and may be especially promising when attempting to reach youth. An understudied characteristic of videogames is that many contain a narrative, or story. Story immersion (transportation) is a mechanism through which a narrative influences players' cognition, affect, and, potentially, health behavior. Immersion promotes the suspension of disbelief and the reduction of counterarguments, enables the story experience as a personal experience, and creates the player's deep affection for narrative protagonists. Story immersion complements behavioral change theories, including the Theory of Planned Behavior, Social Cognitive Theory, and Self-Determination Theory. Systematic investigations are needed to realize the powerful potential of interactive narratives within theory-driven research.

摘要

本文综述了心理学、文学、传播学、人机交互、公共卫生和消费者行为等领域中关于叙事及其与电子游戏和故事沉浸潜在关系的研究。它还回顾了叙事在补充行为改变理论方面的作用,以及通过电子游戏实现故事沉浸以促进健康的潜力。电子游戏具有促进健康的潜力,在试图接触青少年时可能特别有前景。电子游戏一个尚未得到充分研究的特点是,许多游戏都包含一个叙事或故事。故事沉浸(沉浸感)是一种机制,通过它叙事影响玩家的认知、情感以及潜在的健康行为。沉浸感促进了怀疑的悬置和反驳的减少,使故事体验成为一种个人体验,并使玩家对叙事主角产生深厚感情。故事沉浸补充了行为改变理论,包括计划行为理论、社会认知理论和自我决定理论。需要进行系统的调查,以在理论驱动的研究中实现交互式叙事的强大潜力。

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本文引用的文献

1
Story Immersion in a Health Videogame for Childhood Obesity Prevention.一款用于预防儿童肥胖的健康电子游戏中的故事沉浸体验。
Games Health J. 2012 Feb 15;1(1):37-44. doi: 10.1089/g4h.2011.0011.
2
Behavioral science in video games for children's diet and physical activity change: key research needs.用于儿童饮食和身体活动改变的电子游戏中的行为科学:关键研究需求。
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Energy cost of exergaming: a comparison of the energy cost of 6 forms of exergaming.体感游戏的能量消耗:六种体感游戏形式的能量消耗比较。
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Health Commun. 2010 Sep;25(6-7):581-2. doi: 10.1080/10410236.2010.496827.
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Active video games to promote physical activity in children and youth: a systematic review.促进儿童和青少年身体活动的电子竞技游戏:一项系统综述。
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Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review.暴力视频游戏对东西方国家的攻击行为、同理心和亲社会行为的影响:一项元分析综述。
Psychol Bull. 2010 Mar;136(2):151-73. doi: 10.1037/a0018251.
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What makes cancer survivor stories work? An empirical study among African American women.是什么让癌症幸存者的故事产生效果?一项针对非裔美国女性的实证研究。
J Cancer Surviv. 2008 Mar;2(1):33-44. doi: 10.1007/s11764-007-0041-y. Epub 2008 Feb 7.
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