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我们如何看待电子游戏。

How we see electronic games.

作者信息

Przybylski Andrew K, Weinstein Netta

机构信息

Oxford Internet Institute, University of Oxford , Oxford , United Kingdom.

School of Psychology, Cardiff University , Cardiff , United Kingdom.

出版信息

PeerJ. 2016 Apr 11;4:e1931. doi: 10.7717/peerj.1931. eCollection 2016.

DOI:10.7717/peerj.1931
PMID:27077016
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC4830233/
Abstract

Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger's concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc's exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.

摘要

关于电子游戏影响的理论推动了科学研究、大众辩论和公共政策的发展。家长、专家和学者之间激烈的交流暗示了人们看待游戏等数字技术背后丰富的现象学和心理动态。当前的研究应用了马丁·海德格尔的解释框架概念(海德格尔,1987)和罗伯特·扎伊翁茨的曝光 - 态度假设(扎伊翁茨,1968)来探讨对电子游戏等技术的态度是如何产生的。三项研究以美国和英国成年人的代表性队列作为样本,评估了与游戏的直接和间接体验如何塑造人们对游戏的看法。结果表明这种方法卓有成效:在很少直接接触电子游戏环境的人群中,将游戏与现实世界暴力联系起来的负面态度和信念很突出,而那些玩游戏并表示与孩子一起玩的人往往对游戏评价更积极。进一步的研究结果表明,直接体验往往会影响人们对数字技术影响的信念的准确性,因为玩过游戏的人更有可能相信关于游戏影响的实证知识。本文将结合关于游戏的持续辩论以及这种方法在理解适应技术进步的心理动态方面的更广泛应用来讨论研究结果。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4d48/4830233/fdbaebb8beed/peerj-04-1931-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4d48/4830233/fdbaebb8beed/peerj-04-1931-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4d48/4830233/fdbaebb8beed/peerj-04-1931-g001.jpg

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PLoS One. 2016 Jan 28;11(1):e0147732. doi: 10.1371/journal.pone.0147732. eCollection 2016.
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Electronic gaming and psychosocial adjustment.电子游戏与心理社会适应。
Pediatrics. 2014 Sep;134(3):e716-22. doi: 10.1542/peds.2013-4021. Epub 2014 Aug 4.
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A longitudinal study of risk-glorifying video games and behavioral deviance.
一项关于美化风险的电子游戏与行为偏差的纵向研究。
J Pers Soc Psychol. 2014 Aug;107(2):300-25. doi: 10.1037/a0036058.
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Action video games do not improve the speed of information processing in simple perceptual tasks.动作电子游戏并不能提高简单感知任务中的信息处理速度。
J Exp Psychol Gen. 2014 Oct;143(5):1794-805. doi: 10.1037/a0036923. Epub 2014 Jun 16.
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Video games do affect social outcomes: a meta-analytic review of the effects of violent and prosocial video game play.视频游戏确实会影响社交结果:对暴力和亲社会视频游戏的影响的元分析综述。
Pers Soc Psychol Bull. 2014 May;40(5):578-89. doi: 10.1177/0146167213520459. Epub 2014 Jan 23.
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