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现实世界和虚拟世界皆如此:青少年的精神病理学体现在他们的电子游戏虚拟行为中。

Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors.

作者信息

Segev Aviv, Gabay-Weschler Hila, Naar Yossi, Maoz Hagai, Bloch Yuval

机构信息

Shalvata Mental Health Center, Hod Hasharon, Israel.

Sackler Faculty of Medicine, Tel Aviv University, Tel Aviv, Israel.

出版信息

PLoS One. 2017 Jul 14;12(7):e0181209. doi: 10.1371/journal.pone.0181209. eCollection 2017.

Abstract

Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The current study examined the possible relationship between psychopathology and in-game playing patterns. We hypothesized that adolescents would play videogames differently, in a manner that would reflect their particular psychopathologies. We examined 47 male adolescents from three diagnostic groups: those suffering from externalizing psychopathologies, internalizing psychopathologies and controls. We performed a high-resolution examination of their gameplay, using in-game quantitative statistics mechanisms of two fundamentally different games, a structured racing game and an unstructured adventure game. While there was no difference in the groups' using patterns of the structured game, there was a high variability between the groups' using patterns when they were using a non-structured game. These findings suggest that virtual behavior in unstructured games is reflective of adolescent-players psychopathology, and might shed light on an unexplored facet of videogames research. Possible implications are discussed.

摘要

当前的研究将电子游戏视为一个恒定变量。然而,如今的游戏设计得具有高度互动性和多功能性:两名玩家可能使用同一款电子游戏,但由于使用模式不同,游戏不一定包含相同的内容和玩法。当前的研究考察了精神病理学与游戏内玩法模式之间的可能关系。我们假设青少年玩电子游戏的方式会有所不同,这种方式会反映出他们特定的精神病理学特征。我们对来自三个诊断组的47名男性青少年进行了研究:那些患有外化性精神病理学问题的青少年、患有内化性精神病理学问题的青少年以及对照组。我们使用两款本质上不同的游戏(一款结构化赛车游戏和一款非结构化冒险游戏)的游戏内定量统计机制,对他们的游戏玩法进行了高分辨率检查。虽然在结构化游戏的使用模式上,各组之间没有差异,但在使用非结构化游戏时,各组的使用模式存在很大差异。这些发现表明,非结构化游戏中的虚拟行为反映了青少年玩家的精神病理学特征,并且可能为电子游戏研究中一个未被探索的方面提供线索。文中讨论了可能的影响。

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