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虚拟树,真实影响:模拟世界如何与有限资源的认知相关联。

Virtual tree, real impact: how simulated worlds associate with the perception of limited resources.

作者信息

Ho Manh-Toan, Nguyen Thanh-Huyen T, Nguyen Minh-Hoang, La Viet-Phuong, Vuong Quan-Hoang

机构信息

Centre for Interdisciplinary Social Research, Phenikaa University, Hanoi, 100803 Vietnam.

National Economics University, Hanoi, 100000 Vietnam.

出版信息

Humanit Soc Sci Commun. 2022;9(1):213. doi: 10.1057/s41599-022-01225-1. Epub 2022 Jun 24.

DOI:10.1057/s41599-022-01225-1
PMID:35789927
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9244435/
Abstract

Video games have long been considered an effective educational tool. Environmental education studies have found that games positively affect the feeling of nature connectedness, producing pro-environmental attitudes and behaviors. With growing urbanization, video games also provide chances to interact with nature. During the COVID-19 lockdown, Nintendo's Animal Crossing: New Horizon (ACNH) became a household name, with millions of copies sold worldwide. The article used the Bayesian multilevel model to analyze 640 survey responses of ACNH game players from various online communities. The correlations between the perception of limited resources and virtual planting and exploiting behaviors with the varying effect among ethnicities were explored. The findings suggested positive correlations between the perception and in-game actions among all ethnicities, regardless of whether the actions are planting or exploiting. While further evidence is needed, the findings suggest the restraints of game mechanics. To foster a pro-environmental culture, stakeholders can consider video games a novel technological aid to environmental education.

摘要

长期以来,电子游戏一直被视为一种有效的教育工具。环境教育研究发现,游戏对与自然的联系感有积极影响,能产生亲环境的态度和行为。随着城市化进程的加快,电子游戏也提供了与自然互动的机会。在新冠疫情封锁期间,任天堂的《集合啦!动物森友会》(ACNH)家喻户晓,在全球售出数百万份。本文使用贝叶斯多层次模型分析了来自各个在线社区的640名ACNH游戏玩家的调查回复。探讨了资源有限感知与虚拟种植和开发行为之间的相关性以及不同种族间的不同影响。研究结果表明,无论行为是种植还是开发,所有种族的感知与游戏内行动之间均存在正相关。虽然还需要进一步的证据,但研究结果表明了游戏机制的局限性。为了培育亲环境文化,利益相关者可以将电子游戏视为环境教育的一种新型技术辅助手段。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bd53/9244435/14981d408e81/41599_2022_1225_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bd53/9244435/a776ace2a3c4/41599_2022_1225_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bd53/9244435/00e305221d45/41599_2022_1225_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bd53/9244435/198e5b72f58a/41599_2022_1225_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bd53/9244435/14981d408e81/41599_2022_1225_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bd53/9244435/a776ace2a3c4/41599_2022_1225_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bd53/9244435/00e305221d45/41599_2022_1225_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bd53/9244435/198e5b72f58a/41599_2022_1225_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bd53/9244435/14981d408e81/41599_2022_1225_Fig4_HTML.jpg

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