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社交视频游戏与幸福感。

Social video gaming and well-being.

机构信息

Texas Tech University, USA; Taiwan Institute for Governance and Communication Research, Taiwan.

Ludwig-Maximillians University Munich, Germany.

出版信息

Curr Opin Psychol. 2022 Jun;45:101316. doi: 10.1016/j.copsyc.2022.101316. Epub 2022 Feb 23.

DOI:10.1016/j.copsyc.2022.101316
PMID:35313181
Abstract

Despite stereotypes of video games as isolating technologies, video gaming can be a highly social activity that contributes to well-being. Advances in computing technology and greater social acceptance of video gaming have led to overall increases in gameplay in social scenarios. Our review focuses on three areas of research relevant to understanding social gaming and well-being: social play in video games (both past and present social play, and forms of tandem play), social gaming and psychological recovery (both short-term recovery and long-term resilience), and the use of emerging technologies to connect via gaming (such as game streaming and augmented/virtual reality). Throughout the article, we also highlight deficiencies in extant research and offer suggestions for how social scholarship on video games can move forward with well-being in mind. While existing research generally demonstrates the social dynamics of gaming and demonstrates the role of games for well-being, a robust and directed merging of these two complimentary lines of research is currently lacking.

摘要

尽管人们对电子游戏存在孤立技术的刻板印象,但电子游戏可以是一种非常社交的活动,有助于增进幸福感。计算技术的进步和社会对电子游戏的更大接受度导致了社交场景中整体游戏玩法的增加。我们的评论集中在三个与理解社交游戏和幸福感相关的研究领域:视频游戏中的社交游戏(过去和现在的社交游戏,以及形式的结伴游戏),社交游戏和心理恢复(短期恢复和长期恢复力),以及使用新兴技术通过游戏进行连接(如游戏流媒体和增强/虚拟现实)。在整篇文章中,我们还强调了现有研究的不足,并就如何以幸福感为导向推进关于电子游戏的社交研究提出了建议。虽然现有研究通常展示了游戏的社交动态,并展示了游戏对幸福感的作用,但目前还缺乏这两个互补研究领域的稳健和有针对性的融合。

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