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The Benefits of Playing Video Games

机译:玩电子游戏的好处

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Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast, majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so.
机译:电子游戏几乎是所有儿童和青少年生活的一部分,在美国,有97%的人每天至少玩一小时。心理学家对“游戏”的影响进行的绝大多数研究都涉及其负面影响:与暴力,成瘾和抑郁有关的潜在危害。我们认识到这项研究的价值;但是,我们认为需要一种更加平衡的观点,不仅要考虑可能的负面影响,还要考虑玩这些游戏的好处。考虑这些潜在利益很重要,部分原因是这些游戏的性质在过去十年中发生了巨大变化,本质上变得越来越复杂,多样化,现实和社交。主要是在最近五年中,出现了少量但重要的研究,以证明这些好处。在本文中,我们总结了关于玩电子游戏的积极影响的研究,重点是四个主要领域:认知,动机,情感和社交。通过整合来自发展,积极和社会心理学以及媒体心理学的见解,我们提出了一些候选机制,通过这些机制,玩视频游戏可以促进现实世界的社会心理收益。我们的目标是提供足够有力的证据和理论依据,以激发关于游戏的很大程度上未开发的心理健康益处的新研究计划。最后,我们呼吁干预研究人员和从业人员测试视频游戏的积极用途,并为此建议一些有希望的方向。

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