{"title":"流行病诱发青少年行为改变的潜在粘性:以电子游戏为例","authors":"Fanyue Wang","doi":"10.61173/g228sd23","DOIUrl":null,"url":null,"abstract":"The outbreak of the COVID- 1 9 in early 2 0 2 0 generated perhaps the largest disruption in changing humanbehavior and choices. Going forward, A critical question is how these experiences have changed preferencesand habits in ways that might persist after the pandemic ends. This paper explores the time commitment changeadolescents put on video games after experiencing the pandemic to provide concrete evidence of behavioral stickiness.Using the online survey of 412 adolescents, the paper confirms the stickiness in video game time among adolescents.Interestingly, adolescents who experienced the quarantine caused by the COVID- 19 has less game time increases thanthose who did not. The paper also addresses that game-playing history, age, and parenting time are good predictors forsuch stickiness.","PeriodicalId":373664,"journal":{"name":"Interdisciplinary Humanities and Communication Studies","volume":"113 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Potential Stickiness of Pandemic-Induced Behavior Changesamong Adolescents: The Case of Video Game\",\"authors\":\"Fanyue Wang\",\"doi\":\"10.61173/g228sd23\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The outbreak of the COVID- 1 9 in early 2 0 2 0 generated perhaps the largest disruption in changing humanbehavior and choices. Going forward, A critical question is how these experiences have changed preferencesand habits in ways that might persist after the pandemic ends. This paper explores the time commitment changeadolescents put on video games after experiencing the pandemic to provide concrete evidence of behavioral stickiness.Using the online survey of 412 adolescents, the paper confirms the stickiness in video game time among adolescents.Interestingly, adolescents who experienced the quarantine caused by the COVID- 19 has less game time increases thanthose who did not. The paper also addresses that game-playing history, age, and parenting time are good predictors forsuch stickiness.\",\"PeriodicalId\":373664,\"journal\":{\"name\":\"Interdisciplinary Humanities and Communication Studies\",\"volume\":\"113 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Interdisciplinary Humanities and Communication Studies\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.61173/g228sd23\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Interdisciplinary Humanities and Communication Studies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.61173/g228sd23","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The Potential Stickiness of Pandemic-Induced Behavior Changesamong Adolescents: The Case of Video Game
The outbreak of the COVID- 1 9 in early 2 0 2 0 generated perhaps the largest disruption in changing humanbehavior and choices. Going forward, A critical question is how these experiences have changed preferencesand habits in ways that might persist after the pandemic ends. This paper explores the time commitment changeadolescents put on video games after experiencing the pandemic to provide concrete evidence of behavioral stickiness.Using the online survey of 412 adolescents, the paper confirms the stickiness in video game time among adolescents.Interestingly, adolescents who experienced the quarantine caused by the COVID- 19 has less game time increases thanthose who did not. The paper also addresses that game-playing history, age, and parenting time are good predictors forsuch stickiness.