Petrie Freja J, Howarth Nathan, Bureau Samantha C, Nowinski Chris J, Woodward James S, Lockett Isaac
Assistive Technology Innovation Centre (ATiC), University of Wales Trinity St David, Swansea, Wales.
University of Exeter Medical School, University of Exeter St Luke's Campus, Exeter, England.
PLoS One. 2025 Jul 22;20(7):e0328627. doi: 10.1371/journal.pone.0328627. eCollection 2025.
Guidelines have been produced to support the management of concussion, an injury commonly experienced in amateur and elite sports. To improve adherence to concussion guidelines, there is a need to improve their dissemination to the public. Mass media is inherently well positioned to distribute this information; however, concussion must be framed accurately and appropriately to avoid the spread of misinformation. To date the extent to which concussion is depicted in video games is unknown, despite their widespread audience and evidenced use as educational tools. Therefore, this study investigated the representation of concussion (and head impact events) in four sport-based video games. Matches from EA Sports FC 24 (EA Sports, n = 16), EA Sports FC 25 (EA Sports, n = 16), Rugby League Live 4 (Tru Blu, n = 18) and Rugby 22 (Nacon and Bigben Interactive S.A, n = 18) were simulated via a Playstation 5 (Sony Interactive Entertainments). Frequency of direct head impact events and references to concussion were reported. Head impact events were observed in all games (EA Sports FC 24 n = 253, EA Sports FC 25 n = 331, Rugby League Live 4 n = 93, Rugby 22 n = 215). A single concussion was reported in Rugby League Live 4 via a dialogue box. No references to medical intervention or concussion protocols were made in any games analysed. The lack of reference to concussion protocols is a missed opportunity to exemplify appropriate concussion behaviours.
已经制定了指南来支持脑震荡的管理,脑震荡是业余和精英运动中常见的一种损伤。为了提高对脑震荡指南的遵守程度,有必要加强向公众的传播。大众媒体在传播这类信息方面具有天然优势;然而,必须准确且恰当地阐述脑震荡,以避免错误信息的传播。尽管电子游戏受众广泛且有证据表明可作为教育工具,但迄今为止,电子游戏中脑震荡的呈现程度尚不清楚。因此,本研究调查了四款体育类电子游戏中脑震荡(以及头部撞击事件)的呈现情况。通过PlayStation 5(索尼互动娱乐公司)模拟了EA Sports FC 24(EA Sports,n = 16)、EA Sports FC 25(EA Sports,n = 16)、《橄榄球联盟直播4》(Tru Blu,n = 18)和《橄榄球22》(Nacon和Bigben Interactive S.A,n = 18)的比赛。报告了直接头部撞击事件的频率和对脑震荡的提及情况。在所有游戏中都观察到了头部撞击事件(EA Sports FC 24中n = 253,EA Sports FC 25中n = 331,《橄榄球联盟直播4》中n = 93,《橄榄球22》中n = 215)。在《橄榄球联盟直播4》中通过对话框报告了一次脑震荡。在分析的任何游戏中都未提及医疗干预或脑震荡协议。未提及脑震荡协议是一个错失的机会,无法举例说明适当的脑震荡应对行为。