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应对新冠疫情压力源:非玩家与玩家之间的比较以及游戏迁移现象的程度

Coping with COVID- 19 pandemic stressors: Comparisons between non-players and players, and levels of Game Transfer Phenomena.

作者信息

Ortiz de Gortari Angelica B

机构信息

Faculty of Psychology, Centre for the science of learning & technology, University of Bergen, Norway.

出版信息

Entertain Comput. 2022 Sep 27;44:100530. doi: 10.1016/j.entcom.2022.100530.

DOI:10.1016/j.entcom.2022.100530
PMID:36173302
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9513999/
Abstract

During the COVID-19 pandemic, video game playing increased exponentially. The question if playing could offer benefits to cope with the pandemic stressors emerged. This study compares how non-players and players who may or may not re-experience (e.g., seeing, hearing) game content after playing [i.e., Game Transfer Phenomena (GTP)] cope with the pandemic stressors, emotion regulation and resilience. It also examines the impact of GTP on the perception of self and the world. A total of 567 completed a survey (59.6% male, Mean = 28.55). The measures include emotional regulation (ERC), resilience to stress (BRCS) and fear of contamination (PI). No differences between players and non-players on ERC, BRCS and PI were found. Players with moderate GTP levels were more likely to report contamination fears and show preventive COVID coping behaviours. The positive impact of GTP was associated with high resilience and cognitive reappraisal as an emotion regulation strategy. The results suggest that attention should be paid to players who experience GTP more frequently and with a negative impact. Maladaptive coping styles can exacerbate distress from GTP and situational stressors. Identifying methods of protecting vulnerable individuals from these psychological burdens can guide interventions and mitigate consequences in similar situations.

摘要

在新冠疫情期间,玩电子游戏的人数呈指数级增长。玩游戏是否有助于应对疫情压力源这一问题随之出现。本研究比较了不玩游戏的人和玩游戏后可能会或可能不会再次体验(例如,看到、听到)游戏内容的玩家[即游戏转移现象(GTP)]在应对疫情压力源、情绪调节和恢复力方面的情况。它还考察了游戏转移现象对自我认知和世界观的影响。共有567人完成了一项调查(男性占59.6%,平均年龄=28.55岁)。测量指标包括情绪调节(ERC)、应激恢复力(BRCS)和对污染的恐惧(PI)。在情绪调节、应激恢复力和对污染的恐惧方面,玩家和非玩家之间没有发现差异。游戏转移现象水平中等的玩家更有可能报告对污染的恐惧,并表现出预防性的新冠应对行为。游戏转移现象的积极影响与高恢复力以及将认知重评作为一种情绪调节策略有关。结果表明,应关注那些更频繁地经历游戏转移现象且受到负面影响的玩家。适应不良的应对方式会加剧游戏转移现象和情境压力源带来的痛苦。确定保护易受影响个体免受这些心理负担影响的方法,可以为干预措施提供指导,并减轻类似情况下的后果。

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Online Gaming and Prolonged Self-Isolation: Evidence from Italian Gamers During the Covid-19 Outbreak.在线游戏与长期自我隔离:来自意大利玩家在新冠疫情爆发期间的证据。
Clin Neuropsychiatry. 2021 Feb;18(1):65-74. doi: 10.36131/cnfioritieditore20210106.
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Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games.利用游戏改善心理健康:关于使用商业电子游戏减轻抑郁和焦虑症状的叙述性综述。
JMIR Serious Games. 2021 Jun 16;9(2):e26575. doi: 10.2196/26575.
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