玩在线电子游戏--不仅仅是娱乐?脊髓损伤者虚拟社交参与的定性研究

IF 1.3 Q3 REHABILITATION Frontiers in rehabilitation sciences Pub Date : 2024-05-16 DOI:10.3389/fresc.2024.1395678
R. Nilsen, T. Johansen, M. Løvstad, A. M. Linnestad
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引用次数: 0

摘要

脊髓损伤(SCI)会影响生活的许多方面,包括身体、情感和社交。参与在线电子游戏有可能促进脊髓损伤患者增加社交互动。本研究的目的是加深我们对 SCI 患者使用在线电子游戏作为社会参与舞台的经历的了解。我们对 7 名年龄在 15-35 岁之间的 SCI 参与者进行了焦点小组访谈,他们都有使用在线电子游戏作为社交方式的经历。参与者强调,玩在线电子游戏是维持社会联系和扩大社会网络的一种方式。然而,由于对电子游戏的了解有限以及他人对电子游戏作为社交场所的负面态度,他们面临着挑战。调查结果形成了三大主题:"医疗保健专业人员应将电子游戏视为一种休闲活动,并为其使用提供便利,同时认识到电子游戏在社交互动和身心健康方面的潜力。优先考虑能促进社交互动的活动对健康至关重要。
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Playing online videogames—more than just entertainment? A qualitative study of virtual social participation in persons with spinal cord injury
Spinal cord injury (SCI) affects many aspects of life, physically, emotionally and socially. Engaging in online videogames holds the potential to facilitate increased social interactions for individuals with SCI. The aim of this study is to increase our understanding of the experiences people with SCI have with using online videogames as an arena for social participation.A focus group interview was conducted with seven participants with SCI, aged 15–35, all experienced in using online videogames as a method of socializing. The data was analyzed using thematic analysis.The participants highlighted that playing online videogames way of maintaining social connections and expanding their social network. However, they faced challenges due to limited knowledge and negative attitudes from others regarding use of videogames as a social arena. Three main themes were developed from the findings: “Disabling social barriers”, “Attitudes towards gaming” and “Gaming—connecting people”.Healthcare professionals should consider videogames as a leisure activity and facilitate their use, recognizing their potential for social interaction and well-being. Prioritizing activities that promote social interaction is crucial for good health.
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