心理健康手机游戏的游戏类型与特点

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
E. Reay, M. Ma, T. Krzywinska, Gabriela Pavarini, S. Hugh-Jones, A. Mankee-Williams, Anton Belinskiy, K. Bhui
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引用次数: 0

摘要

智能手机市场充斥着旨在促进心理健康的应用和游戏。已有大量研究评估了这些数字干预措施的影响。大多数评论论文只关注应用程序严格的规则和奖励系统的影响。相对而言,人们很少关注其他旨在鼓励创造力、虚幻态度和有趣体验的游戏技术。本文通过考虑和分析六款以幸福为营销目标的手机游戏,解决了这一差距,我们的重点是这些游戏提供的外部和内部动机。我们特别感兴趣的是这些游戏如何平衡基于规则的玩法与创造性。我们发现,嬉闹游戏是一种高度结构化、有规则约束、目标导向的游戏,而儿戏游戏则是一种自由、富有想象力和表现力的游戏。我们认为,虽然有趣的游戏旨在促进习惯的形成并产生成就感,但它仍然严重依赖外部动机来激励玩家参与。相比之下,付费游戏,特别是角色扮演,即兴创作和虚构游戏世界的想象力共同创造可以有效地用于这些游戏中,以促进自我调节,自我疏远,从而提供内在动机的粘性。在心理健康游戏的背景下,搞笑游戏挑战玩家完成治疗练习,而付费游戏则提供了一个逃避现实世界压力的避难所,并有机会尝试不同的自我。我们的目的并不是看重付费玩法而不是搞笑玩法,而是考虑这两种玩法模式如何相互补充和平衡,从而产生更有效的用户粘性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Typologies and Features of Play in Mobile Games for Mental Wellbeing
Background The smartphone market is saturated with apps and games purporting to promote mental wellness. There has been a significant number of studies assessing the impact of these digital interventions. Motivation The majority of review papers solely focussed on the impact of strict rules and award systems of the apps. There is comparatively little attention paid to other game techniques designed to encourage creativity, a lusory attitude, and playful experiences. Results This gap is addressed in this paper in a consideration and analysis of a purposive selection of six mobile games marketed for wellbeing, our focus is on both external and internal motivations that these games offer. Our specific interest is how these games balance rule-based play with creativity. We find that ludic play is a highly-structured, rule-bound, goal-oriented play, in contrast to paedic play which a freeform, imaginative, and expressive. We argue that while ludic play is purposed towards the promotion of habit formation and generates feelings of accomplishment, it nonetheless relies heavily on extrinsic motivation to incentivise engagement. By contrast, paidic play, specifically role-playing, improvisation, and the imaginative co-creation of fictional game worlds, can be used effectively in these games to facilitate self-regulation, self-distancing, and therefore provides intrinsically-motivated engagement. In the context of games for mental wellbeing, ludic play challenges players to complete therapeutic exercises, while paidic play offers a welcoming refuge from real world pressures and the opportunity to try on alternate selves. Conclusion Our intention is not to value paidic play over ludic play, but to consider how these two play modalities can complement and counterbalance each other to generate more effective engagement.
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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