流行病诱发青少年行为改变的潜在粘性:以电子游戏为例

Fanyue Wang
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引用次数: 0

摘要

2019年初爆发的COVID- 19可能对改变人类行为和选择产生了最大的破坏。展望未来,一个关键的问题是,这些经历如何改变了人们的偏好和习惯,并可能在大流行结束后持续下去。本文探讨了青少年在经历疫情后对电子游戏的时间承诺变化,以提供行为粘性的具体证据。通过对412名青少年的在线调查,证实了青少年对电子游戏时间的粘性。有趣的是,经历过COVID- 19导致的隔离的青少年比没有经历过隔离的青少年增加的游戏时间更少。这篇论文还指出,玩游戏的历史、年龄和养育子女的时间是这种粘性的良好预测指标。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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