设置游戏议程:回顾关于电子游戏和性与性别多样化青年心理健康的新兴文献

IF 2.4 2区 文学 Q1 COMMUNICATION
Dane Marco Di Cesare, Shelley L. Craig, Ashley S. Brooks, Kaitrin Doll
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引用次数: 0

摘要

电子游戏是一种流行的年轻人消遣,促使学者们研究它与心理健康的关系。然而,在这项研究中,玩电子游戏的性和性别多样化青年(SGDY)在很大程度上被忽视了。SGDY经历了重大的心理健康挑战,但利用数字技术介导的应对策略,有必要检查他们玩电子游戏及其对健康的影响。本文献综述通过识别与SGDY幸福感和视频游戏相关的关键结构,综合了新兴的证据基础。从文献中衍生出五个主题:(a)电子游戏中的SGDY身份发展和自我表达;(b) SGDY视频游戏和应对技能;(c) SGDY视频游戏社区的社会支持;(d)电子游戏中的数字微侵犯;(e)通过视频游戏进行SGDY公民参与。这些发现为利用电子游戏来支持SGDY的健康建立了多种风险和机会。对实践、研究和行业合作提出了建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth
Video gaming is a popular youth pastime that has prompted scholarship into its relationship with psychological well-being. However, sexual and gender diverse youth (SGDY) who play video games are largely overlooked in this research. SGDY experience significant mental health challenges, but utilize coping strategies mediated by digital technologies, necessitating an examination of their video game playing and its effects on well-being. This literature review synthesizes the emerging evidence base by identifying key constructs related to SGDY well-being and video gaming. Five themes were derived from the literature: (a) SGDY identity development and self-expression in video games; (b) SGDY video gaming and coping skills; (c) Social support in SGDY video gaming communities; (d) SGDY digital microaggressions in video gaming; and (e) SGDY civic engagement through video gaming. The findings establish multiple risks and opportunities for harnessing video games to support SGDY's well-being. Recommendations for practice, research, and industry collaborations are presented.
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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