Allen Jean M Uasike, Chu Joanna Ting Wai, Umutoniwase Carine, Fa'avae David Taufui Mikato, May Lawrence, Matapo Jacoba, Veukiso-Ulugia Analosa
Centre for Arts and Social Transformation Faculty of Education and Social Work, Waipapa Taumata RauUniversity of Auckland, Auckland, Aotearoa New Zealand.
School of Curriculum and Pedagogy, Faculty of Education and Social Work, Waipapa Taumata Rau | University of Auckland, Auckland, Aotearoa New Zealand.
J R Soc N Z. 2025 Apr 9;55(6):1452-1471. doi: 10.1080/03036758.2025.2478966. eCollection 2025.
Online gaming has become a core activity for leisure and as a career option. However, discourses on gaming are often adult-centric and position online gaming as detrimental to youth mental health and wellbeing. There is extensive research into online gaming and its intersections with gender and age, but our interests lie in gaming literature at the intersection of Pacific ethnicities. This article presents the findings of a scoping review focused on Pacific youth and online gaming. In line with the Preferred Reporting Items for Systematic Reviews and Meta-analyses (PRISMA) guidelines, 56 studies were identified, with only 3 studies meeting the inclusion criteria. These studies investigated the relationship between gaming and gambling among Pacific youth and the gamification of mental health support through computerised cognitive behavioural theory (cCBT). They found that, while Pacific people spend more money on lootboxes than other ethnic groups, there is no association between purchasing lootboxes and gambling. Additionally, Pacific peoples are able to suggest solutions to mitigate risk of gaming harm. Findings of the scoping review indicate a scarcity of literature on online gaming and Pacific youth wellbeing. There is a need to explore this relationship between gaming and Pacific youth wellbeing from Pacific wellbeing perspectives.
在线游戏已成为一种核心休闲活动,也是一种职业选择。然而,关于游戏的论述往往以成年人为主,将在线游戏定位为对青少年心理健康和幸福有害。关于在线游戏及其与性别和年龄交叉领域已有广泛研究,但我们的兴趣在于太平洋地区各民族交叉领域的游戏文献。本文介绍了一项针对太平洋地区青少年和在线游戏的范围综述的研究结果。根据系统评价和元分析的首选报告项目(PRISMA)指南,共识别出56项研究,只有3项研究符合纳入标准。这些研究调查了太平洋地区青少年游戏与赌博之间的关系,以及通过计算机化认知行为理论(cCBT)对心理健康支持进行游戏化的情况。他们发现,虽然太平洋地区的人在开箱上的花费比其他种族更多,但购买开箱与赌博之间没有关联。此外,太平洋地区的人能够提出减轻游戏危害风险的解决方案。范围综述的结果表明,关于在线游戏和太平洋地区青少年幸福的文献匮乏。有必要从太平洋地区幸福观的角度探讨游戏与太平洋地区青少年幸福之间的这种关系。