寻找和建立联系:在电子游戏中超越基于技能的配对

Ella Horton, Daniel M. Johnson, Jo Mitchell
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引用次数: 9

摘要

社会孤立是不良心理健康结果的一个预测因素,而社会联系会导致积极的心理健康和福祉结果。尽管电子游戏提供了与全球其他玩家一起玩游戏的技术能力,但从历史上看,与拥有相似目标、兴趣和动机的人建立联系的支持是有限的。基于技能的配对是连接玩家的主要方法,然而,也出现了一些基于技能以外的因素(游戏邦注:如游戏类型、游戏风格、地点和兴趣)来连接玩家的服务。这有可能促进游戏玩法的社交联系,并对幸福感产生积极影响。作为一个更大的研究项目的一部分,我们对现有的匹配服务进行了回顾,这些服务基于技能以外的因素将玩家联系在一起。总共确定了八项服务,其中两项具有强烈的社会动机。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Finding and building connections: moving beyond skill- based matchmaking in videogames
Social isolation is a predictor of poor mental health outcomes while social connectedness leads to positive mental health and wellbeing outcomes. Although videogames offer the technical capabilities to play with others globally, historically limited support has been provided to connect with others who have similar goals, interests and motivations. Skill-based matchmaking is the dominant approach to connecting players, however, a number of services have emerged which seek to connect players based on factors other than skill, such as game type, play style, location, and interests. This has potential for gameplay to facilitate social connectedness and positively impact wellbeing. As part of a larger program of research, we present a review of existing matchmaking services which connect players on the basis of factors other than skill. A total of eight services were identified, two of which were strongly socially motivated.
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