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2
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本文引用的文献

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"This Is Not the Hill to Die on. Even if We Literally Could Die on This Hill": Examining Communication Ecologies of Uncertainty and Family Communication About COVID-19.“这不是要为之献身的山丘。即便我们真的可能死在这座山丘上”:审视关于新冠疫情的不确定性传播生态及家庭沟通情况
Am Behav Sci. 2021 Jun;65(7):956-975. doi: 10.1177/0002764221992840.
2
Does Playing Apart Really Bring Us Together? Investigating the Link Between Perceived Loneliness and the Use of Video Games During a Period of Social Distancing.分开玩真的能让我们相聚吗?探究社交距离期间感知到的孤独感与电子游戏使用之间的联系。
Front Psychol. 2022 Feb 11;13:683842. doi: 10.3389/fpsyg.2022.683842. eCollection 2022.
3
Video game play is positively correlated with well-being.玩电子游戏与幸福感呈正相关。
R Soc Open Sci. 2021 Feb 17;8(2):202049. doi: 10.1098/rsos.202049.
4
Finding the power within and without: How can we strengthen resilience against symptoms of stress, anxiety, and depression in Australian parents during the COVID-19 pandemic?寻找内在和外在的力量:在 COVID-19 大流行期间,我们如何增强澳大利亚父母应对压力、焦虑和抑郁症状的韧性?
J Psychosom Res. 2021 Jun;145:110433. doi: 10.1016/j.jpsychores.2021.110433. Epub 2021 Mar 23.
5
Media for Coping During COVID-19 Social Distancing: Stress, Anxiety, and Psychological Well-Being.新冠疫情社交隔离期间的应对媒介:压力、焦虑与心理健康
Front Psychol. 2020 Dec 18;11:577639. doi: 10.3389/fpsyg.2020.577639. eCollection 2020.
6
Perceived Knowledge as [Protective] Power: Parents' Protective Efficacy, Information-Seeking, and Scrutiny during COVID-19.感知知识即保护之力:新冠疫情期间父母的保护效能感、信息寻求与审视行为
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7
How Adolescents Use Social Media to Cope with Feelings of Loneliness and Anxiety During COVID-19 Lockdown.青少年如何利用社交媒体应对 COVID-19 封锁期间的孤独感和焦虑。
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8
Stress and parenting during the global COVID-19 pandemic.全球 COVID-19 大流行期间的压力和育儿问题。
Child Abuse Negl. 2020 Dec;110(Pt 2):104699. doi: 10.1016/j.chiabu.2020.104699. Epub 2020 Aug 20.
9
Coping and tolerance of uncertainty: Predictors and mediators of mental health during the COVID-19 pandemic.应对和容忍不确定性:新冠疫情期间心理健康的预测因素和中介因素。
Am Psychol. 2021 Apr;76(3):427-437. doi: 10.1037/amp0000710. Epub 2020 Aug 3.
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How Parents and Their Children Used Social Media and Technology at the Beginning of the COVID-19 Pandemic and Associations with Anxiety.新冠疫情大流行初期父母及其子女使用社交媒体和技术的情况及其与焦虑的关联。
Cyberpsychol Behav Soc Netw. 2020 Nov;23(11):727-736. doi: 10.1089/cyber.2020.0284. Epub 2020 Jul 27.

家庭一起玩《集合啦!动物森友会》:在新冠疫情期间应对电子游戏

Families Playing Animal Crossing Together: Coping With Video Games During the COVID-19 Pandemic.

作者信息

Pearce Katy E, Yip Jason C, Lee Jin Ha, Martinez Jesse J, Windleharth Travis W, Bhattacharya Arpita, Li Qisheng

机构信息

Department of Communication, University of Washington, Seattle, WA, USA.

The Information School, University of Washington, Seattle, WA, USA.

出版信息

Games Cult. 2022 Jul;17(5):773-794. doi: 10.1177/15554120211056125.

DOI:10.1177/15554120211056125
PMID:35791369
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9209879/
Abstract

The COVID-19 pandemic was stressful for everyone, particularly for families who had to supervise and support children, facilitate remote schooling, and manage work and home life. We consider how families coped with pandemic-related stress using the video game Combining a family coping framework with theorizing about media as a coping tool, this interview study of 27 families (33 parents and 37 children) found that parents and children individual coped with pandemic-related stress with media. Parents engaged in protective buffering of their children with media, taking on individual responsibility to cope with a collective problem. Families engaged in communal coping, whereby media helped the family cope with a collective problem, taking on shared ownership and responsibility. We provide evidence for video games as coping tools, but with the novel consideration of family coping with media.

摘要

新冠疫情对每个人来说都压力重重,尤其是对于那些必须监督和支持孩子、协助远程学习以及平衡工作和家庭生活的家庭而言。我们探讨了家庭如何通过电子游戏应对与疫情相关的压力。本访谈研究以27个家庭(33位家长和37名孩子)为对象,将家庭应对框架与把媒体视为应对工具的理论相结合,发现家长和孩子各自通过媒体应对与疫情相关的压力。家长利用媒体对孩子进行保护性缓冲,独自承担应对集体问题的责任。家庭进行共同应对,即媒体帮助家庭应对集体问题,共同承担责任。我们为电子游戏作为应对工具提供了证据,但特别考虑了家庭如何通过媒体应对问题。