Segev Aviv, Gabay-Weschler Hila, Naar Yossi, Maoz Hagai, Bloch Yuval
Shalvata Mental Health Center, Hod Hasharon, Israel.
Sackler Faculty of Medicine, Tel Aviv University, Tel Aviv, Israel.
PLoS One. 2017 Jul 14;12(7):e0181209. doi: 10.1371/journal.pone.0181209. eCollection 2017.
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.
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。