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Stakeholders’ Consensus on Strategies for Self- and Other-Regulation of Video Game Play: A Mixed Methods Study

机译:利益相关者对视频游戏的自我监管和其他监管策略的共识:混合方法研究

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摘要

Little is known about strategies or mechanics to improve self-regulation of video game play that could be developed into novel interventions. This study used a participatory approach with the gaming community to uncover insider knowledge about techniques to promote healthy play and prevent gaming disorder. We used a pragmatic approach to conduct a convergent-design mixed-methods study with participants attending a science fiction and education convention. Six participants answered questions about gaming engagement and self- or game-based regulation of gaming which were then categorized into pre-determined (a priori) themes by the presenters during the presentation. The categorized themes and examples from participant responses were presented back to participants for review and discussion. Seven participants ranked their top choices of themes for each question. The rankings were analyzed using a nonparametric approach to show consensus around specific themes. Participants suggested several novel potential targets for preventive interventions including specific types of social (e.g., play with others in a group) or self-regulation processes (e.g., set timers or alarms). Suggestions for game mechanics that could help included clear break points and short missions, but loot boxes were not mentioned. Our consensus development approach produced many specific suggestions that could be implemented by game developers or tested as public health interventions, such as encouraging breaks through game mechanics, alarms or other limit setting; encouraging group gaming; and discussing and supporting setting appropriate time or activity goals around gaming (e.g., three quests, one hour). As some suggestions here have not been addressed previously as potential interventions, this suggests the importance of including gamers as stakeholders in research on the prevention of gaming disorder and the promotion of healthy gaming. A large-scale, online approach using these methods with multiple stakeholder groups could make effective use of players’ in-depth knowledge and help speed discovery and translation of possible preventive interventions into practice and policy.
机译:关于改善视频游戏自我调节的策略或机制知之甚少,这些策略或机制可以发展为新颖的干预手段。这项研究通过与游戏社区的参与性方法来发现有关促进健康游戏和预防游戏障碍的技术的内部知识。我们使用一种务实的方法来进行融合设计的混合方法研究,参加者参加了科幻和教育大会。六位参与者回答了有关游戏参与性和基于自我或基于游戏的游戏规则的问题,然后由演示者在演示过程中将其分类为预定(优先)主题。参与者回答中的主题和示例分类后又返回给参与者进行审查和讨论。七个参与者对每个问题的主题排名最高。使用非参数方法对排名进行了分析,以显示围绕特定主题的共识。与会者提出了一些预防性干预措施的新的潜在目标,包括特定类型的社交活动(例如,与小组中的其他人一起玩耍)或自我调节过程(例如,设置计时器或警报)。对游戏机制的建议可能会有所帮助,包括明确的断点和短任务,但并未提及战利品盒。我们的共识开发方法提出了许多具体建议,这些建议可以由游戏开发人员实施或作为公共卫生干预措施进行测试,例如鼓励突破游戏机制,警报或其他限制设置;鼓励团体游戏;并讨论并支持围绕游戏设定适当的时间或活动目标(例如,三个任务,一个小时)。由于此处尚未将某些建议作为潜在的干预措施加以解决,因此表明将游戏玩家作为利益相关者纳入预防游戏障碍和促进健康游戏的研究中的重要性。将这些方法与多个利益相关者群体一起使用的大规模在线方法可以有效利用参与者的深入知识,并有助于加快发现并将可能的预防性干预措施转化为实践和政策的速度。

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