作为心理研究课题的电脑游戏--游戏的消极和积极方面

Monika Paleczna
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引用次数: 0

摘要

电脑游戏是一种互动娱乐形式,受到越来越多年轻玩家的欢迎。因此,研究人员正在积极寻找有关这种消遣方式的后果的信息。起初,研究人员的注意力主要集中在游戏的负面影响上。如今,越来越多的人指出了这项活动的益处。2014年,Granic、Lobel和Engels发表了一篇关于玩电脑游戏益处的文章。研究人员重点关注了四个方面:认知、动机、情感和社交。他们希望通过指出他们所选择的各种研究报告,来启发关于游戏对心理健康益处的新研究。本文旨在介绍近年来致力于描述游戏的积极和消极影响的研究人员所探索的研究方向。我介绍了这些领域的主要研究方向和实例,强调了当前研究成果的模糊性。与游戏有关的问题领域包括攻击和暴力、成瘾、社会关系的削弱、体验不良情绪、性化、种族偏见和种族歧视。所指出的机会和益处是加强认知、运动、情感和社会能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Computer games as a subject of psychological research – negative and positive aspects of gaming
Computer games are an interactive form of entertainment that is popular with younger and younger players. Therefore researchers are actively seeking information on the consequences of pursuing this type of pastime. At the beginning, the researchers’ attention was focused mainly on the negative aspects of gaming. Nowadays, more and more benefits related to this activity are being indicated. In 2014, Granic, Lobel and Engels published an article on the benefits of playing computer games. The researchers focused on four areas: cognitive, motivational, emotional, and social. They wanted to inspire new research on mental health benefits of gaming by pointing to various research reports they selected. This paper aims to present the research directions explored in recent years by researchers who strive to describe the positive and negative consequences of gaming. I present the main directions and examples of research in these areas, highlighting the ambiguity of the current results. Problematic areas related to gaming include aggression and violence, addiction, weakening of social relations, experiencing undesirable emotions, sexualization, racial prejudice, and racial discrimination. The indicated opportunities and benefits are the strengthening of cognitive, motor, emotional, and social competences.
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