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七岁儿童在玩玩具人偶和电子游戏时提及内部状态的情况。

Seven-year-olds' references to internal states when playing with toy figures and a video game.

作者信息

Hashmi Salim, Paine Amy L, Hay Dale F

机构信息

Department of Psychology Institute of Psychiatry, Psychology and Neuroscience, King's College London London UK.

School of Psychology Cardiff University Cardiff UK.

出版信息

Infant Child Dev. 2021 May-Jun;30(3):e2223. doi: 10.1002/icd.2223. Epub 2021 Mar 9.

DOI:10.1002/icd.2223
PMID:34483746
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8404204/
Abstract

UNLABELLED

References to internal states (e.g., thoughts, feelings, and desires) indicate children's appreciation of people's inner worlds. Many children spend time playing video games; however, the nature of children's speech when doing so has received little attention. We investigated the use of internal state language (ISL) as 251 seven-year-olds played with toy figures and a video game designed for the study. Although children used ISL more when playing with toy figures, children used ISL in both contexts, highlighting video game play as a context where children demonstrate their appreciation of inner worlds. Children's speech in the two contexts differed in how ISL was used: references to children's own internal states were more common when playing the video game, and the characters' internal states more common when playing with the toy figures. These findings are discussed with reference to the format of the play activities affording different opportunities to discuss internal states.

HIGHLIGHTS

In traditional play children refer to internal states, however, it is unclear whether this occurs when they play video games.Children referred to internal states when playing with toy figures and a video game, but did so more with the toys.Children's video game play can be used as a new context for the study of children's social understanding.

摘要

未加标注

提及内在状态(如想法、感受和欲望)表明儿童对人们内心世界的理解。许多儿童会花时间玩电子游戏;然而,儿童在玩游戏时的言语性质却很少受到关注。我们在251名七岁儿童玩玩具人偶以及为该研究设计的一款电子游戏时,对他们内在状态语言(ISL)的使用情况进行了调查。尽管儿童在玩玩具人偶时更多地使用了内在状态语言,但在两种情境下他们都使用了内在状态语言,这突出了电子游戏是儿童展示其对内心世界理解的一种情境。在这两种情境下儿童的言语在内在状态语言的使用方式上存在差异:玩电子游戏时提及儿童自身内在状态的情况更为常见,而玩玩具人偶时提及角色内在状态的情况更为常见。我们结合为讨论内在状态提供不同机会的游戏活动形式对这些发现进行了探讨。

重点

在传统游戏中儿童会提及内在状态,然而,他们玩电子游戏时是否如此并不明确。儿童在玩玩具人偶和电子游戏时都会提及内在状态,但玩玩具时提及得更多。儿童的电子游戏活动可作为研究儿童社会理解的新情境。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fa33/8404204/a4680bef32d1/ICD-30-e2223-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fa33/8404204/84318a13daa7/ICD-30-e2223-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fa33/8404204/a4680bef32d1/ICD-30-e2223-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fa33/8404204/84318a13daa7/ICD-30-e2223-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fa33/8404204/a4680bef32d1/ICD-30-e2223-g001.jpg

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