Pearce Katy E, Yip Jason C, Lee Jin Ha, Martinez Jesse J, Windleharth Travis W, Bhattacharya Arpita, Li Qisheng
Department of Communication, University of Washington, Seattle, WA, USA.
The Information School, University of Washington, Seattle, WA, USA.
Games Cult. 2022 Jul;17(5):773-794. doi: 10.1177/15554120211056125.
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.
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。