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成人对《精灵宝可梦 GO》等视频游戏和体育活动的看法。

Adult Perception Toward Videogames and Physical Activity Using Pokémon Go.

机构信息

1 School of Statistics, University of Costa Rica, San José, Costa Rica.

2 Sports Faculty, University of Veracruz, Veracruz, México.

出版信息

Games Health J. 2019 Jun;8(3):227-235. doi: 10.1089/g4h.2018.0100. Epub 2018 Oct 19.

DOI:10.1089/g4h.2018.0100
PMID:30339063
Abstract

The purpose of the study was to determine perception of videogames and the use Pokémon Go in Costa Rica. A national representative sample ( = 1059) of adults aged 18 years and older was chosen to complete a face-to-face survey on videogame perceptions and the use of Pokémon Go. Statistical analyses included 95% confidence intervals (95% CI) around the estimate, multiple regression, cluster, and factor analysis. The 85.2% of the population ( = 866) were familiar with videogames, especially those in the 18- to 29-year age group (96.3%) and college education (94.8%). Perceptions about videogames were negative (Addictive = 89.6%, Violence = 75.5%, Bad for health = 51.3%) and positive (Stimulate mental abilities = 59.6%, Relaxing = 55.2%, Improve family communication = 49.4%); and 28.4% perceived that people without responsibilities played videogames. Perceptions were different by age group and educational level. Age and gender were significant predictors of attitudes toward videogame playing. Pokémon Go was played by 3.9% of those respondents who knew or had heard about videogames, who reported spending 6.7 h/week (95% CI = 3.9-9.5) playing the game, walking 24.7 km (95% CI = 12.5-36.9), and covering 70.4 km (95% CI = 45.3-95.5) by other transportation means. Positive and negative perceptions toward videogames mediated by age and education level were found in a Costa Rican sample. Age and gender predicted attitudes toward videogame playing. A small number of participants played Pokémon Go, which might suggest that this videogame was not engaging in this population.

摘要

这项研究的目的是确定哥斯达黎加人对电子游戏和《精灵宝可梦 Go》的看法和使用情况。研究人员选择了一个具有全国代表性的 18 岁及以上成年人样本( = 1059),让他们通过面对面的方式完成一份关于电子游戏认知和《精灵宝可梦 Go》使用情况的调查。统计分析包括围绕估计值的 95%置信区间(95% CI)、多元回归、聚类和因子分析。85.2%的人口( = 866)熟悉电子游戏,特别是 18 至 29 岁年龄组(96.3%)和接受过大学教育的人(94.8%)。人们对电子游戏的看法是负面的(让人上瘾 = 89.6%,暴力 = 75.5%,对健康有害 = 51.3%)和正面的(刺激智力 = 59.6%,放松 = 55.2%,改善家庭沟通 = 49.4%);28.4%的人认为没有责任感的人玩电子游戏。不同年龄组和教育水平的看法不同。年龄和性别是影响对电子游戏态度的重要预测因素。在那些了解或听说过电子游戏的受访者中,有 3.9%的人玩过《精灵宝可梦 Go》,他们报告每周玩游戏 6.7 小时(95% CI = 3.9-9.5),步行 24.7 公里(95% CI = 12.5-36.9),并通过其他交通方式行驶 70.4 公里(95% CI = 45.3-95.5)。在哥斯达黎加样本中,发现了通过年龄和教育水平调节的对电子游戏的积极和消极看法。年龄和性别预测了对电子游戏的态度。只有少数参与者玩过《精灵宝可梦 Go》,这可能表明这款电子游戏在该人群中不受欢迎。

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