Kelly Sarah, Magor Thomas, Wright Annemarie
University of Queensland Business School, Brisbane, QLD, Australia.
Honorary Fellow, Melbourne School of Population and Global Health, The University of Melbourne, Melbourne, VIC, Australia.
Front Psychol. 2021 May 10;12:651530. doi: 10.3389/fpsyg.2021.651530. eCollection 2021.
This research addresses a lack of evidence on the positive and negative health outcomes of competitive online gaming and esports, particularly among young people and adolescents. Well-being outcomes, along with mitigation strategies were measured through a cross sectional survey of Australian gamers and non-gamers aged between 12 and 24 years, and parents of the 12-17-year-olds surveyed. Adverse health consequences were associated with heavy gaming, more so than light/casual gaming, suggesting that interventions that target moderated engagement could be effective. It provides timely insights in an online gaming landscape that has rapidly evolved over the past decade, and particularly during the COVID-19 pandemic, to include the hyper-connected, highly commercialized and rapidly growing online gaming and esports sector.
本研究旨在解决缺乏关于竞争性在线游戏和电子竞技对健康产生的正面和负面结果的证据这一问题,尤其是在年轻人和青少年当中。通过对年龄在12至24岁之间的澳大利亚游戏玩家和非游戏玩家,以及接受调查的12至17岁玩家的家长进行横断面调查,来衡量幸福结果以及缓解策略。不良健康后果与重度游戏有关,而与轻度/休闲游戏的关联程度较低,这表明针对适度参与的干预措施可能会有效。在过去十年中,尤其是在新冠疫情期间迅速演变的在线游戏领域,包括超连接、高度商业化且快速发展的在线游戏和电子竞技行业,本研究提供了及时的见解。