大型多人在线角色扮演游戏在COVID-19大流行期间促进社会福祉

Kristen Grinyer, Sara Czerwonka, Adrian Alvarez, Victoria McArthur, A. Girouard, Robert J. Teather
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引用次数: 0

摘要

2019冠状病毒病大流行期间的社会隔离加剧了网络游戏的流行;人们将游戏作为一种应对机制,在自我隔离的同时帮助缓解心理困扰。到2020年,大型多人在线角色扮演游戏(mmorpg)的用户数量尤其增加。我们在一款MMORPG中研究了已建立社区对社会福祉的影响。我们于2021年3月在《魔兽世界》专用的Discord和Reddit社区进行了一项在线调查(402名参与者)。我们的调查包括多项选择和简短回答问题,以衡量在COVID-19大流行期间,玩家的幸福感如何受到游戏内关系和互动的影响。我们的定性主题分析表明,《魔兽世界》帮助参与者与其他玩家建立了有价值的、有意义的关系,让他们有了目标感,并缓解了新冠肺炎大流行带来的负面情绪。基于这些结果,我们描述了支持社交联系的MMORPG平台的独特功能,并为MMORPG开发者提供了促进积极社交互动的设计建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Massively Multiplayer Online Role-Playing Games on Promoting Social Well-Being in the COVID-19 Pandemic
Social isolation during the COVID-19 pandemic increased the popularity of online gaming; people used gaming as a coping mechanism to help relieve psychological distress while self-isolating. Massively Multiplayer Online Role-Playing Games (MMORPGs) in particular saw an increase in users through 2020. We present a study of the impact of established communities on social well-being within one MMORPG. We conducted an online survey (402 participants) in World of Warcraft-specific Discord and Reddit communities in March 2021. Our survey consisted of multiple choice and short answer questions to gauge how players’ perceived well-being was impacted by in-game relationships and interactions during the COVID-19 pandemic. Our qualitative thematic analysis indicated that World of Warcraft helped participants form valued, meaningful relationships with other players, gave them a sense of purpose, and alleviated negative feelings brought on by the COVID-19 pandemic. Based on these results, we describe the unique affordances of MMORPG platforms that support social connection, and provide design recommendations to MMORPG developers for facilitating positive social interactions.
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