Faculty of Arts and Business, University of the Sunshine Coast Maroochydore, QLD, Australia.
Science and Engineering Faculty, Queensland University of Technology Brisbane, QLD, Australia.
Front Psychol. 2014 Mar 31;5:260. doi: 10.3389/fpsyg.2014.00260. eCollection 2014.
This paper is a review of the state of play of research linking videogaming and flourishing, and explores the role of videogames and technology to improve mental health and well-being. Its purpose is to develop understandings about the positive intersection of gaming and well-being, to document evidence regarding links between videogames and positive mental health, and to provide guidelines for use by other researchers as they design and use tools and games to improve mental health and well-being. Using Huppert's (Huppert and So, 2013) proposition that to flourish is more than the absence of mental disorder but rather a combination of feeling good and functioning effectively, resulting in high levels of mental well-being, and Seligman's (Seligman, 2011) PERMA theory of well-being, the paper identifies strengths in existing games that generate positive affect, positive functioning, and positive social functioning, contributing to, and supporting mental health and well-being.
本文是对将电子游戏与蓬勃发展联系起来的研究现状的综述,探讨了电子游戏和技术在改善心理健康和幸福感方面的作用。其目的是深入了解游戏与幸福感的积极交集,记录电子游戏与积极心理健康之间的联系的证据,并为其他研究人员在设计和使用工具和游戏来改善心理健康和幸福感时提供指导。本文采用了 Huppert(Huppert 和 So,2013)的观点,即蓬勃发展不仅仅是没有精神障碍,而是一种良好的感觉和有效运作的结合,从而产生高度的心理健康,以及 Seligman(Seligman,2011)的幸福感 PERMA 理论,本文确定了现有游戏的优势,这些游戏产生了积极的影响、积极的功能和积极的社会功能,有助于支持心理健康和幸福感。