Electronic gaming

电子游戏
  • 文章类型: Systematic Review
    背景:最近有报道称电子游戏是易感个体中危及生命的心律失常的诱发因素。
    目的:本研究的目的是描述处于危险中的人群,心脏事件的性质,以及与电子游戏相关的心律失常相关的游戏类型。
    方法:进行了一系列疑似或证实儿童电子游戏过程中心律失常的多站点国际病例,并对文献进行了系统回顾。
    结果:22例患者(病例系列中18例,经系统评价4例;年龄7-16岁;19例男性[86%])被确定为在电子游戏期间经历过疑似或证实的室性心律失常;6例(27%)经历过心脏骤停,4人(18%)突然死亡。在游戏事件发生之前,有7名(31%)患者进行了心律失常性心脏诊断,之后又有12名(54%)进行了诊断。10例患者(45%)有儿茶酚胺能多形性室性心动过速,4人(18%)有长QT综合征,2(9%)是先天性心脏手术后,2例(9%)患有“特发性”心室纤颤,1(川崎病后)有冠状动脉缺血。在3名患者(14%)中,包括2人死亡,诊断仍然未知。在13名(59%)知道电子游戏细节的患者中,8(62%)是战争游戏。
    结论:电子游戏可以在易感儿童中诱发致死性心律失常。发病率似乎很低,但是这种情况下的晕厥应该彻底调查。在患有心律失常性心脏病的儿童中,特别是电子战游戏是一种有效的心律失常触发因素。
    Electronic gaming has recently been reported as a precipitant of life-threatening cardiac arrhythmia in susceptible individuals.
    The purpose of this study was to describe the population at risk, the nature of cardiac events, and the type of game linked to cardiac arrhythmia associated with electronic gaming.
    A multisite international case series of suspected or proven cardiac arrhythmia during electronic gaming in children and a systematic review of the literature were performed.
    Twenty-two patients (18 in the case series and 4 via systematic review; aged 7-16 years; 19 males [86%]) were identified as having experienced suspected or proven ventricular arrhythmia during electronic gaming; 6 (27%) had experienced cardiac arrest, and 4 (18%) died suddenly. A proarrhythmic cardiac diagnosis was known in 7 (31%) patients before their gaming event and was established afterward in 12 (54%). Ten patients (45%) had catecholaminergic polymorphic ventricular tachycardia, 4 (18%) had long QT syndrome, 2 (9%) were post-congenital cardiac surgery, 2 (9%) had \"idiopathic\" ventricular fibrillation, and 1 (after Kawasaki disease) had coronary ischemia. In 3 patients (14%), including 2 who died, the diagnosis remains unknown. In 13 (59%) patients for whom the electronic game details were known, 8 (62%) were war games.
    Electronic gaming can precipitate lethal cardiac arrhythmias in susceptible children. The incidence appears to be low, but syncope in this setting should be investigated thoroughly. In children with proarrhythmic cardiac conditions, electronic war games in particular are a potent arrhythmic trigger.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    背景:研究人员和治疗师越来越多地转向数字游戏,为患有各种心理健康问题的人提供新形式的治疗和干预措施。然而,在数字游戏中描述精神疾病通常会促进那些有心理健康问题的人的污名化版本。最近,更多的游戏试图对精神健康状况进行更现实和尊重的描述。
    目的:本文对当代游戏进行了探索性分析,该游戏有可能改变研究人员的方式,从业者,游戏设计师在游戏的背景下探讨心理健康的话题。
    方法:使用框架分析对Hellblade:Senua的牺牲进行了案例研究,以说明该游戏的关键设计选择如何为游戏和心理健康提供新方法的潜力。
    结果:对Hellblade开发的案例研究表明,与心理健康从业者进行研究知情的协作设计,科学家,有心理健康问题的人可以在游戏中对精神疾病进行真实的描述。此外,框架分析的使用展示了如何驾驭叙事,力学,以及创造心理健康体验的技术,这有可能促进移情理解。
    结论:本文重点介绍了一个与心理健康相关的娱乐目的协作商业游戏设计的示例性案例。了解Hellblade对精神病的描述的成功可以改善严肃的游戏研究和设计。进一步的研究必须继续提供更深入的分析,不仅是描绘精神疾病的游戏,还有它们背后的设计过程。
    BACKGROUND: Researchers and therapists have increasingly turned to digital games for new forms of treatments and interventions for people suffering from a variety of mental health issues. Yet, the depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. Recently, more games have attempted to implement more realistic and respectful depictions of mental health conditions.
    OBJECTIVE: This paper presents an exploratory analysis of a contemporary game that has the potential to change the way researchers, practitioners, and game designers approach topics of mental health within the context of gaming.
    METHODS: A case study of Hellblade: Senua\'s Sacrifice was conducted using frame analysis to show how key design choices for this game present the potential for new ways of approaching games and mental health.
    RESULTS: A case study of Hellblade\'s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games. Furthermore, the use of frame analysis demonstrates how to harness narrative, mechanics, and technology to create embodied experiences of mental health, which has the potential to promote empathetic understanding.
    CONCLUSIONS: This paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health. Understanding the success of Hellblade\'s depiction of psychosis can improve serious games research and design. Further research must continue to provide deeper analysis of not only games that depict mental illness, but also the design process behind them.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

公众号