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辩论:基于游戏的合作作为大规模心理健康研究的驱动力。

Debate: Games-based collaboration as a driver for massive-scale mental health research.

作者信息

Drachen Anders

机构信息

Maersk McKinney-Moeller Institute, University of Southern Denmark, Odense, Denmark.

出版信息

Child Adolesc Ment Health. 2023 Feb;28(1):148-149. doi: 10.1111/camh.12617. Epub 2022 Dec 11.

DOI:10.1111/camh.12617
PMID:36504307
Abstract

Games have become a key part of the daily lives of many children and young people, irrespective of geographical location, age, gender or culture. Games form a gateway to these audiences - as well as tertiary groups like parents - which does not exist anywhere else. Additionally, behavioural telemetry from games forms an untapped and sizeable potential for mental health and well-being research. Working with the games industry gives mental health research and associated interventions a pathway for conducting research and working with communities at very large scales.

摘要

游戏已成为许多儿童和年轻人日常生活的关键组成部分,无论地理位置、年龄、性别或文化如何。游戏为这些受众以及家长等第三群体打开了一扇大门,这是其他任何地方都不存在的。此外,游戏中的行为遥测为心理健康和幸福研究提供了一个尚未开发的巨大潜力。与游戏行业合作,为心理健康研究及相关干预措施提供了一条在大规模范围内开展研究和与社区合作的途径。

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