电子游戏与残疾--风险与收益分析

IF 1.3 Q3 REHABILITATION
Hung Jen Kuo, Michael Yeomans, Derek Ruiz, Chien-chun Lin
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引用次数: 0

摘要

过去几十年来,电子游戏已成为娱乐产业的重要组成部分。虽然电子游戏无处不在,但由于其潜在的负面影响,残疾人参与电子游戏的比例仍然很低。在这篇概念性文章中,我们探讨了与电子游戏和残疾有关的文献。为了更好地理解电子游戏对残障人士的影响,我们从自我决定理论的角度出发,重点研究了电子游戏的独特性。我们的研究结果表明,残障人士最容易因过度使用电子游戏而导致攻击性增强、久坐不动以及对学习成绩产生负面影响。本文介绍了一些策略和资源,以帮助指导残疾人、教育工作者、从业人员和研究人员在控制风险的同时最大限度地发挥电子游戏的益处。
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 disability—a risk and benefit analysis
Over the past decades, video games have become a substantial part of the entertainment industry. While ubiquitous, video game participation remains low among people with disabilities amid potential negative effects. This article analyzes the risks and benefits that video games may present to individuals with disabilities.In this conceptual article, we explored the literature pertaining to video games and disability. To better understand the impact of video games on individuals with disabilities, we focused on the unique features of video games through the lens of the Self-Determination Theory.Our findings show that individuals with disabilities are most at risk from excessive video game use, leading to increased aggression, sedentary behavior, and negative impact on academic performance. Identified benefits include promoting physical rehabilitation and psychological well-being, improving cognitive abilities and emotional regulation, and utility in promoting exercises, and managing chronic pain.This article presents a number of strategies and resources to help guide individuals with disabilities, educators, practitioners, and researchers in maximizing the benefits of video games while controlling the risks.
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