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玩在线电子游戏——不仅仅是娱乐?一项关于脊髓损伤患者虚拟社交参与的定性研究。

Playing online videogames-more than just entertainment? A qualitative study of virtual social participation in persons with spinal cord injury.

作者信息

Nilsen R, Johansen T, Løvstad M, Linnestad A M

机构信息

Department of Research, Sunnaas Rehabilitation Hospital, Nesodden, Norway.

Department of Rehabilitation Science and Health Technology, Faculty of Health Science Oslo, Oslo Metropolitan University, Oslo, Norway.

出版信息

Front Rehabil Sci. 2024 May 16;5:1395678. doi: 10.3389/fresc.2024.1395678. eCollection 2024.

Abstract

INTRODUCTION

Spinal cord injury (SCI) affects many aspects of life, physically, emotionally and socially. Engaging in online videogames holds the potential to facilitate increased social interactions for individuals with SCI. The aim of this study is to increase our understanding of the experiences people with SCI have with using online videogames as an arena for social participation.

METHODS

A focus group interview was conducted with seven participants with SCI, aged 15-35, all experienced in using online videogames as a method of socializing. The data was analyzed using thematic analysis.

RESULTS

The participants highlighted that playing online videogames way of maintaining social connections and expanding their social network. However, they faced challenges due to limited knowledge and negative attitudes from others regarding use of videogames as a social arena. Three main themes were developed from the findings: "Disabling social barriers", "Attitudes towards gaming" and "Gaming-connecting people".

CONCLUSION

Healthcare professionals should consider videogames as a leisure activity and facilitate their use, recognizing their potential for social interaction and well-being. Prioritizing activities that promote social interaction is crucial for good health.

摘要

引言

脊髓损伤(SCI)会在身体、情感和社交等诸多方面影响生活。参与在线电子游戏有可能促进脊髓损伤患者增加社交互动。本研究的目的是增进我们对脊髓损伤患者将在线电子游戏作为社交参与平台的体验的理解。

方法

对7名年龄在15至35岁之间、有使用在线电子游戏进行社交经验的脊髓损伤患者进行了焦点小组访谈。采用主题分析法对数据进行分析。

结果

参与者强调,玩在线电子游戏是维持社交联系和拓展社交网络的一种方式。然而,由于知识有限以及他人对将电子游戏作为社交平台的负面态度,他们面临着挑战。研究结果形成了三个主要主题:“消除社会障碍”、“对游戏的态度”和“游戏——连接人们”。

结论

医疗保健专业人员应将电子游戏视为一种休闲活动,并促进其使用,认识到它们在社交互动和福祉方面的潜力。优先开展促进社交互动的活动对健康至关重要。

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