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'Playing the Movie Directly' Perceptions oj Tobacco Content in Video Games

机译:“直接播放电影”在视频游戏中的oj烟草内容的看法

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Background/aims. Despite visual similarity to films and the presence of tobacco imagery, video games have been overlooked as a vector for conveying tobacco content to adolescents. This qualitative study examined how tobacco content is perceived by adolescents and explored why game designers choose to insert tobacco imagery into games. Methods. Interviews were conducted with video game playing adolescents (n = 20), young adults (n = 28), and game designers (n = 5). Participants recalled games with tobacco imagery, described the imagery and its narrative effect, and discussed potential regulation. Interviews were transcribed and analyzed for themes and exemplars. Results. Game designers inserted tobacco content to signify meaning to players. Adolescents understood this messaging, assigning intended meanings to in-game tobacco use. Participants believed that tobacco content was benign. Participants were resistant to regulation of game content, citing artistic freedom. Conclusions. Games including tobacco content create new virtual spaces where adolescents spend time experiencing normalized, acceptable tobacco use.
机译:背景/目标。尽管对电影的视觉相似以及烟草图像的存在,但视频游戏被忽视为用于向青少年传送烟草内容的向量。这种定性研究审查了青少年如何察觉到烟草内容,并探索为什么游戏设计师选择将烟草图像插入游戏中。方法。采访是通过播放青少年(N = 20),年轻成人(N = 28)和游戏设计师(n = 5)的视频游戏进行的访谈。参与者回忆起烟草图像的比赛,描述了图像及其叙事效果,并讨论了潜在的监管。面试被转录并分析主题和示例。结果。游戏设计师插入烟草内容以表示对玩家的意义。青少年了解此消息,将预期的含义分配给游戏中的烟草使用。参与者认为烟草内容是良性的。参与者对游戏内容的监管有抵抗,引用艺术自由。结论。包括烟草内容包括烟草内容的游戏创建新的虚拟空间,其中青少年花时间遇到正常化,可接受的烟草使用。

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