电子游戏与 COVID-19 大流行:虚拟世界作为新的游乐场和培训场所

COVID Pub Date : 2023-12-19 DOI:10.3390/covid4010001
Xosé Somoza Medina, Marta Somoza Medina
{"title":"电子游戏与 COVID-19 大流行:虚拟世界作为新的游乐场和培训场所","authors":"Xosé Somoza Medina, Marta Somoza Medina","doi":"10.3390/covid4010001","DOIUrl":null,"url":null,"abstract":"The COVID-19 pandemic forced the authorities to take an unprecedented measure in history: the house confinement of millions of people worldwide. Video games, especially open-world video games (OWVGs), became meeting spaces, a digital places to play, chat, learn and socialize due to the context of the health crisis, respecting the rules of social distancing. This article analyses the role of video games and, more specifically, OWVGs, as playgrounds and training spaces during the pandemic. Statistical data and analyses carried out by consulting companies and civil associations show the definitive insertion of these video games in our routine and social relations. The challenge is to take advantage of the skills and abilities that these video games develop within a new framework of individual and community learning. The conclusions of the research show that the virtual worlds of video games are for the new digital society, safe and comfortable meeting spaces, and that since the confinement, these digital places have greatly expanded their reach, previously only limited to the gamer community.","PeriodicalId":72714,"journal":{"name":"COVID","volume":" 25","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-12-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Video Games and the COVID-19 Pandemic: Virtual Worlds as New Playgrounds and Training Spaces\",\"authors\":\"Xosé Somoza Medina, Marta Somoza Medina\",\"doi\":\"10.3390/covid4010001\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The COVID-19 pandemic forced the authorities to take an unprecedented measure in history: the house confinement of millions of people worldwide. Video games, especially open-world video games (OWVGs), became meeting spaces, a digital places to play, chat, learn and socialize due to the context of the health crisis, respecting the rules of social distancing. This article analyses the role of video games and, more specifically, OWVGs, as playgrounds and training spaces during the pandemic. Statistical data and analyses carried out by consulting companies and civil associations show the definitive insertion of these video games in our routine and social relations. The challenge is to take advantage of the skills and abilities that these video games develop within a new framework of individual and community learning. The conclusions of the research show that the virtual worlds of video games are for the new digital society, safe and comfortable meeting spaces, and that since the confinement, these digital places have greatly expanded their reach, previously only limited to the gamer community.\",\"PeriodicalId\":72714,\"journal\":{\"name\":\"COVID\",\"volume\":\" 25\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-12-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"COVID\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3390/covid4010001\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"COVID","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3390/covid4010001","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

COVID-19 大流行迫使当局采取了一项史无前例的措施:在全球范围内对数以百万计的人进行软禁。电子游戏,尤其是开放世界电子游戏(OWVGs),在健康危机的背景下成为了聚会空间,成为了玩耍、聊天、学习和社交的数字场所,同时也尊重了社会距离规则。本文分析了电子游戏,更具体地说,OWVGs 在大流行病期间作为游戏场所和培训空间所发挥的作用。由咨询公司和民间协会进行的统计数据和分析表明,这些电子游戏已明确融入我们的日常工作和社会关系中。我们面临的挑战是如何在个人和社区学习的新框架内利用这些电子游戏所培养的技能和能力。研究结论表明,电子游戏的虚拟世界对于新的数字社会来说,是安全而舒适的聚会场所,而且自封闭以来,这些数字场所的影响范围大大扩展,以前只局限于游戏玩家群体。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Video Games and the COVID-19 Pandemic: Virtual Worlds as New Playgrounds and Training Spaces
The COVID-19 pandemic forced the authorities to take an unprecedented measure in history: the house confinement of millions of people worldwide. Video games, especially open-world video games (OWVGs), became meeting spaces, a digital places to play, chat, learn and socialize due to the context of the health crisis, respecting the rules of social distancing. This article analyses the role of video games and, more specifically, OWVGs, as playgrounds and training spaces during the pandemic. Statistical data and analyses carried out by consulting companies and civil associations show the definitive insertion of these video games in our routine and social relations. The challenge is to take advantage of the skills and abilities that these video games develop within a new framework of individual and community learning. The conclusions of the research show that the virtual worlds of video games are for the new digital society, safe and comfortable meeting spaces, and that since the confinement, these digital places have greatly expanded their reach, previously only limited to the gamer community.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信