通过电子游戏干预减少年轻人的激进主义和暴力极端主义:系统回顾

IF 2.4 2区 文学 Q1 COMMUNICATION Games and Culture Pub Date : 2024-01-02 DOI:10.1177/15554120231223067
Fatima Lopez Naranjo, M. A. Maldonado, Esther Cuadrado, Manuel Moyano
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引用次数: 0

摘要

近几十年来,电子游戏的开发和消费经历了显著的繁荣。最近,人们开始关注电子游戏对青少年的影响,以及极端主义和激进团体如何利用电子游戏来招募和强化仇恨思想和行为。利用这一强有力的工具来预防和教育价值观与权利,从而减少对异类的偏见,将是一种创新。因此,本系统性综述旨在收集和系统整理有关基于视频游戏的干预措施的现有知识,以减少和预防青少年极端主义和暴力激进化,采用PRISMA方法,共分析了六篇文章。结果表明,此类干预措施可以减少对异类个体的偏见行为,增强复原力、同理心和亲社会互动。然而,为了更好地了解其中的机制并改进用于预防目的的视频游戏设计,有必要在这一领域进行进一步的探索。
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Video Games Interventions to Reduce Radicalization and Violent Extremism in Young People: A Systematic Review
The development and consumption of video games have experienced a significant boom in recent decades. Recently, attention has been paid to the impact they can have on young people and how extremist and radical groups are using them to recruit and reinforce hateful ideas and behaviors. It would be innovative to use this powerful tool to prevent and educate on values and rights, thereby reducing prejudices toward the outgroup. Therefore, the present systematic review aims to gather and systematize existing knowledge on video game-based interventions to reduce and prevent extremism and violent radicalization in young people, following the PRISMA method, analyzing a total of six articles. The results indicate that such interventions can reduce prejudiced behaviors toward outgroup individuals and increase resilience, empathy, and prosocial interactions. However, further exploration in this field is necessary to better understand the mechanisms involved and improve video game designs for preventive purposes.
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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