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“感觉更真实”:一项关于电子游戏在青少年生活中意义的解释现象学研究

"It Feels More Real": An Interpretive Phenomenological Study of the Meaning of Video Games in Adolescent Lives.

作者信息

Forsyth Susan R, Chesla Catherine A, Rehm Roberta S, Malone Ruth E

机构信息

Social and Behavioral Sciences (Drs Forsyth and Malone) and Family Health Care Nursing (Drs Chesla and Rehm), University of California, San Francisco; and School of Nursing, Samuel Merritt University, Oakland, California (Dr Forsyth).

出版信息

ANS Adv Nurs Sci. 2017 Oct/Dec;40(4):E1-E17. doi: 10.1097/ANS.0000000000000183.

Abstract

The pervasiveness of video gaming among adolescents today suggests a need to understand how gaming affects identity formation. We interviewed 20 adolescents about their experiences of playing, asking them to describe how they used games and how game playing affected their real-world selves. Adolescents presented a complicated developmental picture: gaming placed players into virtual worlds that felt "real"; games were used to practice multiple identities; and gaming, often undertaken within a world of hyperviolence, provided stress relief, feelings of competence, and relaxation. Gaming occurred in complex "virtual" but "real" social arenas where adolescents gathered to interact, emulate, and develop identities.

摘要

当今,电子游戏在青少年中极为普遍,这表明有必要了解游戏如何影响身份认同的形成。我们采访了20名青少年,询问他们的游戏体验,让他们描述自己如何玩游戏以及游戏对他们现实生活中的自我有何影响。青少年呈现出一幅复杂的发展图景:游戏将玩家带入感觉“真实”的虚拟世界;游戏被用来实践多种身份;而且游戏通常在一个充斥着极度暴力的世界中进行,能缓解压力、带来胜任感和放松感。游戏发生在复杂的“虚拟”但“真实”的社交场所,青少年们在那里聚集互动、模仿并塑造身份。

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