数字游戏作为儿童认知发展的背景:研究建议和政策思考

Fran C. Blumberg, K. Deater-Deckard, Sandra L. Calvert, Rachel M. Flynn, C. S. Green, David H. Arnold, P. J. Brooks
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引用次数: 53

摘要

我们记录了将数字游戏和应用程序使用作为认知发展背景的必要性,特别是在儿童中期。我们强调了这一发展时期,因为6至12岁的青少年在玩和使用这些媒体形式的成年前人群中占了很大一部分。令人惊讶的是,与幼儿和青少年相比,这个年龄段的人在互动媒体使用的影响方面仍然研究不足。这种关于儿童中期的知识差距可能反映了人们对这一时期前后数字游戏和应用程序的影响的强烈而广泛的担忧。这些问题包括游戏使用对幼儿和青少年认知和社会情感功能的同时和随后影响。我们在这里强调了目前已知的媒体对幼儿和青少年的影响,以及对儿童中期这种影响的未知之处。然后,我们为发展科学家可以进行的研究类型提供建议,以在儿童生活的快速变化的媒体生态中检验数字游戏的功效。最后,我们讨论了我们认为可以帮助儿童从媒体使用中受益的媒体政策。我们希望这篇综述将促进对认知社会化的更多研究,正如发展心理学家和早期游戏研究人员帕特里夏·格林菲尔德20多年前提出的那样,数字游戏在儿童中期和更普遍的儿童时期发挥作用。
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Digital Games as a Context for Children's Cognitive Development: Research Recommendations and Policy Considerations
We document the need to examine digital game play and app use as a context for cognitive development, particularly during middle childhood. We highlight this developmental period as 6through 12year olds comprise a large swath of the preadult population that plays and uses these media forms. Surprisingly, this age range remains understudied with regard to the impact of their interactive media use as compared to young children and adolescents. This gap in knowledge about middle childhood may reflect strong and widely held concerns about the effects of digital games and apps before and after this period. These concerns include concurrent and subsequent influences of game use on very young children’s and adolescents’ cognitive and socioemotional functioning. We highlight here what is currently known about the impact of media on young children and adolescents and what is not known about this impact in middle childhood. We then offer recommendations for the types of research that developmental scientists can undertake to examine the efficacy of digital games within the rapidly changing media ecology in which children live. We conclude with a discussion of media policies that we believe can help children benefit from their media use. Our hope is that this review will foster greater investigation of the cognitive socialization, as raised over 20 years ago by developmental psychologist and early games researcher Patricia Greenfield, that digital games serve during the middle childhood period, and childhood more generally.
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