What is the post-game depression? A narrative inquiry

IF 4.6 Q2 MATERIALS SCIENCE, BIOMATERIALS
Piotr Klimczyk
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Abstract

Despite the fact that video games and gaming are one of the main focuses of scholars in the field of cyberpsychology, there are a lot of phenomena that hardly get any scientific cover. One of them is post-game depression, a term coined in the gamers community to express a specific state that some of them experience after playing certain video games. However, as to the authors’ knowledge, there has been no research focusing on understanding that state. Based on the findings of narrative psychology, a narrative inquiry approach was chosen for the presented qualitative, exploratory study. Using guidelines from the interpretative phenomenological analysis, the final sample of 35 given narratives of players were analysed, of which 22 described post-game depression and 13 of narrators described reasons why they did not experience it. After comparing the results between the two groups, the general conclusion is that post-game depression is a state of media anhedonia and reminiscing about the game that gave a visceral, insightful, thought-provoking and emotionally driven experience where players had parasocial relationships with in-game characters and/or their avatars/protagonists. Possible buffer factors can be personal growth from the experience and a fulfilling ending for the player. It is important to further understand what other factors, for example, personal traits of the players and specific game mechanics, contribute to that state since it can be a possible cause of serious psychological distress on the one hand, on the other a possible phase of being personally enriched by the experience of playing certain video games.
什么是赛后抑郁?叙事探究
尽管电子游戏和游戏是网络心理学领域学者关注的主要焦点之一,但仍有许多现象几乎没有得到任何科学的覆盖。其中之一是游戏后抑郁(post-game depression),这是游戏玩家社区创造的一个术语,用来表达一些人在玩完某些电子游戏后所经历的一种特定状态。然而,就作者所知,目前还没有研究集中于理解这种状态。基于叙事心理学的研究成果,本文选择了叙事探究的方法进行定性的探索性研究。使用解释性现象学分析的指导原则,我们分析了35个给定玩家叙述的最终样本,其中22个描述了游戏后的抑郁,13个叙述者描述了他们没有经历抑郁的原因。在比较了两组的结果后,我们得出的结论是,游戏后抑郁是一种媒体快感缺乏的状态,是一种对游戏的回忆,这种游戏提供了一种发自内心的、深刻的、发人深省的、情感驱动的体验,玩家与游戏中的角色和/或他们的虚拟角色/主角建立了半社交关系。可能的缓冲因素可以是来自体验的个人成长和让玩家满意的结局。我们有必要进一步了解其他因素(游戏邦注:例如玩家的个人特征和特定的游戏机制)对这种状态的影响,因为它一方面可能是严重心理困扰的原因,另一方面也可能是通过玩某些电子游戏体验而丰富个人体验的阶段。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
ACS Applied Bio Materials
ACS Applied Bio Materials Chemistry-Chemistry (all)
CiteScore
9.40
自引率
2.10%
发文量
464
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