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花在玩电子游戏上的时间不太可能影响幸福感。

Time spent playing video games is unlikely to impact well-being.

作者信息

Vuorre Matti, Johannes Niklas, Magnusson Kristoffer, Przybylski Andrew K

机构信息

Oxford Internet Institute, University of Oxford, Oxford, Oxfordshire OX1 3JS, UK.

Centre for Psychiatry Research, Department of Clinical Neuroscience, Karolinska Institutet, and Stockholm Health Care Services, Region Stockholm, Stockholm, Sweden.

出版信息

R Soc Open Sci. 2022 Jul 27;9(7):220411. doi: 10.1098/rsos.220411. eCollection 2022 Jul.

Abstract

Video games are a massively popular form of entertainment, socializing, cooperation and competition. Games' ubiquity fuels fears that they cause poor mental health, and major health bodies and national governments have made far-reaching policy decisions to address games' potential risks, despite lacking adequate supporting data. The concern-evidence mismatch underscores that we know too little about games' impacts on well-being. We addressed this disconnect by linking six weeks of 38 935 players' objective game-behaviour data, provided by seven global game publishers, with three waves of their self-reported well-being that we collected. We found little to no evidence for a causal connection between game play and well-being. However, results suggested that motivations play a role in players' well-being. For good or ill, the average effects of time spent playing video games on players' well-being are probably very small, and further industry data are required to determine potential risks and supportive factors to health.

摘要

电子游戏是一种极其流行的娱乐、社交、合作与竞争形式。游戏的普及引发了人们对其导致心理健康不佳的担忧,尽管缺乏充分的支持数据,但主要健康机构和各国政府已做出了影响深远的政策决定,以应对游戏的潜在风险。这种担忧与证据不匹配的情况凸显出,我们对游戏对幸福感的影响知之甚少。我们通过将七家全球游戏发行商提供的38935名玩家为期六周的客观游戏行为数据,与我们收集的他们三次自我报告的幸福感数据相联系,解决了这一脱节问题。我们几乎没有发现游戏玩法与幸福感之间存在因果关系的证据。然而,结果表明动机在玩家的幸福感中起作用。无论好坏,玩电子游戏所花费的时间对玩家幸福感的平均影响可能非常小,需要更多的行业数据来确定潜在风险和对健康的支持因素。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9cec/9326284/2767460781d0/rsos220411f01.jpg

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