用电子游戏来调节情绪

Zhanna Sarsenbayeva, Benjamin Tag, Shue Yan, V. Kostakos, Jorge Gonçalves
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引用次数: 10

摘要

在本文中,我们研究了使用电子游戏进行数字情感调节的实践。在为期两周的日记研究中,我们收集了参与者的情绪状态和电子游戏体验记录。我们的研究结果表明,人们使用电子游戏是为了回应现实,与朋友进行社交和交流。我们还表明,电子游戏会导致有意和无意的情感结果,这取决于游戏的不同方面。我们的工作为使用电子游戏进行数字情绪调节和未来研究方向提供了见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using Video Games to Regulate Emotions
In this paper we investigate the practice of using video games for digital emotion regulation. In a two-week diary study we collected participants’ records on their emotional states and video games experience. Our findings show that people use video games to respond to their reality, to socialise and communicate with their friends. We also show that video games lead to intentional and unintentional emotional outcomes depending on different aspects of the game. Our work provides insights on using video games for digital emotion regulation and directions for future research.
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