玩电子游戏时的情感提升:自然案例研究

Matti Vuorre, Nick Ballou, Thomas Hakman, Kristoffer Magnusson, Andrew K. Przybylski
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引用次数: 0

摘要

电子游戏会影响玩家的身心健康吗?在本案例研究中,我们研究了热门游戏《PowerWash 模拟器》的 8,695 名玩家的 67,328 次游戏过程中的 162,325 份密集纵向游戏情绪报告。我们比较了玩家在游戏开始时的情绪和游戏过程中的情绪,发现玩家在游戏过程中的平均情绪报告比游戏开始时高 0.034 [0.032, 0.036] 个视觉模拟量表(VAS;0-1)单位。此外,我们还预测,72.1% [70.8%, 73.5%] 的类似玩家在游戏过程中会体验到这种情绪提升,而且大部分都发生在游戏的前 15 分钟。我们不知道这些结果是否表明了因果效应,也不知道它们在多大程度上可以推广到其他游戏或玩家群体。然而,这些基于一款流行商业游戏的玩家在游戏中的主观报告得出的结果表明,这些结果具有良好的外部有效性,因此,我们有希望看到透明的产学合作在了解流行数字娱乐的心理作用方面所具有的科学价值。
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Affective Uplift During Video Game Play: A Naturalistic Case Study
Do video games affect players’ well-being? In this case study, we examined 162,325 intensive longitudinal in-game mood reports from 67,328 play sessions of 8,695 players of the popular game PowerWash Simulator. We compared players’ moods at the beginning of play session with their moods during play, and found that the average player reported 0.034 [0.032, 0.036] visual analog scale (VAS; 0-1) units greater mood during than at the beginning of play sessions. Moreover, we predict that 72.1% [70.8%, 73.5%] of similar players experience this affective uplift during play, and that the bulk of it happens during the first 15 minutes of play. We do not know whether these results indicate causal effects or to what extent they generalize to other games or player populations. Yet, these results based on in-game subjective reports from players of a popular commercially available game suggest good external validity, and as such offer a promising glimpse of the scientific value of transparent industry-academia collaborations in understanding the psychological roles of popular digital entertainment.
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