问题游戏的系统回顾:逃避现实的策略,以应付困难的生活状况。

Industrial Psychiatry Journal Pub Date : 2024-07-01 Epub Date: 2024-10-29 DOI:10.4103/ipj.ipj_99_23
Snigdha Sinha, Manoj Kumar Sharma, Gitanjali Narayanan, Himani Kashyap, A U Shreedevi, Ashwini Tadpatrikar
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引用次数: 0

摘要

游戏作为一种越来越普遍的现象,经常被用作生活困境(如悲伤和丧亲之痛)的应对机制。这种应对通常是一种逃避、逃避的策略,这可能导致有问题或过度的游戏,带来有害的后果。本研究的目的是回顾和整理有关游戏使用作为在困难生活情况下逃避现实的应对策略的文献结果。使用PubMed、b谷歌Scholar、Research Gate和APA PsycNet等数据库进行了系统的综述,在这些数据库中,发表在同行评审期刊上的英语语言研究被仔细阅读。然后对所选研究的全文进行审查,并根据资格标准检查本研究的适用性。在完全审查的35个文本中,有18个研究最终确定符合资格标准,从中衍生出三个主题-“有问题的在线游戏和困难的生活状况”,“有问题的在线游戏,应对和逃避主义”和“游戏类型”,这展示了游戏作为困难情况应对机制的心理社会视角。这种关联进一步受到游戏类型的影响,无论是大型多人在线角色扮演游戏(MMORPG)还是其他游戏。病因学(生活情境作为致病因素)、表现形式(用于应对的游戏)以及游戏类型都受到个人和社会因素的显著影响。研究结果支持了这样一种观点,即游戏是人们在困难生活环境中逃避现实的一种应对策略。因此,研究提供更好的社会支持和个人心理社会环境是很重要的,同时发展干预措施,提高玩家的应对能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A systematic review of problematic gaming: Escapist strategy to cope with difficult life situations.

Gaming as an increasingly common phenomenon and is frequently used as a coping mechanism during difficult life situations, such as grief and bereavement. This coping usually takes place as an avoidant, escapist strategy, which can lead to problematic or excessive gaming, with harmful outcomes. The aim of this study was to review and collate findings from literature on gaming use as an escapist coping strategy during difficult life situations. A systematic review was carried out with the use of the databases such as PubMed, Google Scholar, Research Gate, and APA PsycNet, where English language studies published in peer-reviewed journals were perused. The full text of the studies selected were then reviewed and suitability for the present study was checked with the eligibility criteria. Out of the 35 texts fully reviewed, 18 studies were finalised that fit the eligibility criteria, and out of these, three themes were derived - "Problematic online gaming and difficult life situations", "Problematic online gaming, coping and escapism ", and "Types of gaming", which demonstrated the psychosocial perspective on gaming used as a coping mechanism for difficult situations. This association is further affected by the type of gaming, whether Massive Multi-player Online Role Playing Games (MMORPG) or otherwise. The aetiology (life situations as a causative factor) and manifestation (gaming used for coping), along with the type of gaming were significantly affected by personal and social factors. The study showed findings that support the view of gaming as an escapist coping strategy in difficult life situations. It is therefore important to look into provisions for better social support and individuals' psychosocial environment while evolving interventions that enhance coping among gamers.

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