Designing an activity to help reflect on "Healthy Engagement vs Video Game Addiction"

R. G. Iranzo, J. Arnedo-Moreno
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引用次数: 1

Abstract

In many homes there are discourses about the time children should spend on video games. Even though playing video games for hours is not inherently negative, finding the boundaries between healthy and harmful habits is one of the challenges that must be addressed in our time, especially when the Internet Gaming Disorder (IGD) is now officially accepted. Games are a leisure activity, but behind them we can find corporations that will go to great lengths to get players engaged at a all times, crossing ethical boundaries if necessary, to get to that end. Therefore, it is very important that players, and especially children, can recognize the psychological mechanisms used in the engagement process of a game and become critical of them. This paper presents the design of a group activity that aims at reflective learning about one's behavior when playing video games, but without demonizing them validated by psychologists and psychopedagogues.
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设计一个有助于反思“健康参与vs电子游戏成瘾”的活动
在许多家庭中,都有关于孩子应该花多少时间玩电子游戏的争论。尽管长时间玩电子游戏本身并不是消极的,但在我们这个时代,尤其是在网络游戏障碍(IGD)被正式接受的情况下,找到健康和有害习惯之间的界限是必须解决的挑战之一。游戏是一种休闲活动,但在游戏背后,我们可以发现一些公司会不遗余力地让玩家始终沉浸其中,在必要时跨越道德界限,以达到这一目的。因此,玩家,尤其是儿童,能够认识到游戏粘性过程中使用的心理机制并对其进行批判是非常重要的。本文介绍了一种小组活动的设计,该活动旨在反思人们在玩电子游戏时的行为,但不会将其妖魔化,并得到心理学家和心理学家的认可。
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