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Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors

机译:真实世界和虚拟世界都一样:青少年的心理病理学反映在他们的视频游戏虚拟行为中

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摘要

Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The current study examined the possible relationship between psychopathology and in-game playing patterns. We hypothesized that adolescents would play videogames differently, in a manner that would reflect their particular psychopathologies. We examined 47 male adolescents from three diagnostic groups: those suffering from externalizing psychopathologies, internalizing psychopathologies and controls. We performed a high-resolution examination of their gameplay, using in-game quantitative statistics mechanisms of two fundamentally different games, a structured racing game and an unstructured adventure game. While there was no difference in the groups' using patterns of the structured game, there was a high variability between the groups' using patterns when they were using a non-structured game. These findings suggest that virtual behavior in unstructured games is reflective of adolescent-players psychopathology, and might shed light on an unexplored facet of videogames research. Possible implications are discussed.
机译:当前的研究将视频游戏称为常量。但是,当今的游戏被设计为高度互动且用途广泛:两个玩家可能正在使用同一个视频游戏,但是由于使用方式不同,游戏不一定包含相同的内容和游戏玩法。当前的研究检查了心理病理学和游戏中游戏模式之间的可能关系。我们假设青少年将以不同的方式玩电子游戏,从而反映出他们特定的心理病态。我们检查了来自三个诊断组的47名男性青少年:患有外在性心理病理,内在性心理病理和控制的男性。我们使用两种根本不同的游戏(结构化赛车游戏和非结构化冒险游戏)的游戏内定量统计机制对它们的游戏玩法进行了高分辨率检查。尽管结构化游戏的组使用模式没有差异,但是当组使用非结构化游戏时,组的使用模式之间存在很大的差异。这些发现表明,非结构化游戏中的虚拟行为反映了青少年玩家的心理病理学,并且可能为电子游戏研究的一个未探索方面提供了启示。讨论了可能的含义。

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