Electronic gaming

电子游戏
  • 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.
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  • 文章类型: Journal Article
    背景:视频和爱好游戏在成年人中非常受欢迎;然而,游戏与健康之间的关联主要在儿童和青少年中进行了调查。此外,大多数研究都集中在电子游戏上,尽管传统的爱好游戏越来越突出。
    目标:为了确定所使用的平台数量,平台首选项,游戏时间与肥胖有关,身体活动,久坐的行为,和成人游戏人群的心血管危险因素。
    方法:我们使用来自参加中西部大型游戏大会的292名参与者的数据进行了横断面分析。我们使用基于计算机的问卷收集数据,其中包括关于游戏行为的问题,人口统计,身体活动(使用国际身体活动问卷),和健康特征。此外,我们使用多变量调整线性和逻辑回归来模拟健康结果,作为使用平台数量的函数,平台首选项,工作日和周末游戏时间四分位数。
    结果:调整协变量后,我们观察到肥胖几率增加和周末坐位时间增加的显著线性趋势是使用平台的数量(两者P=.03).平台偏好和周末游戏时间四分位数与满足身体活动建议的几率显着相关(分别为P=.047和P=.03)。此外,我们观察到,在那些报告他们在游戏中大部分或全部时间坐着的人中,肥胖的几率更高[赔率比(OR)2.69(95%CI1.14-6.31)和OR2.71(95%CI1.06-6.93),分别]。
    结论:在成年游戏玩家中,使用的平台数量,他们更喜欢在哪个平台上玩,周末花在游戏上的时间可能会对他们肥胖和满足体育活动建议的几率产生重大影响。
    BACKGROUND: Video and hobby gaming are immensely popular among adults; however, associations between gaming and health have primarily been investigated in children and adolescents. Furthermore, most research has focused on electronic gaming, despite traditional hobby gaming gaining prominence.
    OBJECTIVE: To determine whether the number of platforms used, platform preference, and gaming time are associated with obesity, physical activity, sedentary behavior, and cardiovascular risk factors in an adult gaming population.
    METHODS: We conducted a cross-sectional analysis using data obtained from 292 participants who attended a large Midwestern gaming convention. We collected data using a computer-based questionnaire that comprised questions on gaming behavior, demographics, physical activity (using the International Physical Activity Questionnaire), and health characteristics. In addition, we used multivariable-adjusted linear and logistic regression to model health outcomes as a function of the number of platforms used, platform preference, and weekday and weekend gaming time quartile.
    RESULTS: After adjusting for covariates, we observed a significant linear trend for increasing odds of being obese and higher weekend sitting time by the number of platforms used (P=.03 for both). The platform preference and weekend gaming time quartile exhibited significant associations with odds of meeting physical activity recommendations (P=.047 and P=.03, respectively). In addition, we observed higher odds of being obese among those reporting that they sat most or all of the time while gaming [odds ratio (OR) 2.69 (95% CI 1.14-6.31) and OR 2.71 (95% CI 1.06-6.93), respectively].
    CONCLUSIONS: In adult gamers, the number of platforms used, which platforms they prefer to play on, and the amount of time spent gaming on weekends could have significant implications for their odds of being obese and meeting physical activity recommendations.
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