首页> 外文期刊>Journal of Communications Research >Gaming for Good: Video Games and Enhancing Prosocial Behaviour
【24h】

Gaming for Good: Video Games and Enhancing Prosocial Behaviour

机译:善待游戏:视频游戏和增强亲社会行为

获取原文
获取原文并翻译 | 示例
           

摘要

The number of publications pertaining to video gaming and its effects on subsequent behavior has more than tripled from the past to the current decade. This surge of research parallels the ubiquitousness of video game play in everyday life, and the increasing concern of parents, educators, and the public regarding possible deleterious effects of gaming. Numerous studies have now investigated this concern. Recently, research has also begun to explore the possible benefits of gaming, in particular, increasing prosocial behaviour. This chapter presents a comprehensive review of the research literature examining the effects of video game playing on prosocial behaviour. Within this literature, a variety of theoretical perspectives and research methodologies have been adopted. For example, many researchers invoke the General Learning Model to explain the mechanisms by which video games may influence behaviour. Other researchers refer to frameworks involving moral education, character education, and care-ethics in their examination of the relationship between gaming and prosocial development. Diverse parameters have been explored in these studies. For example, different studies have assessed both the immediate and delayed impacts of gaming, and investigated the effects of different durations of video game playing. Additionally, based on each study's operational definitions of "aggressive behaviour" and "prosocial behaviour", a variety of behaviours have been assessed and different measures have been employed. For instance, studies have used self-report measures of empathy, the character strengths of generosity and kindness, and the level of civic engagement, as well as used word-completion and story completion tasks and tit-for-tat social situation games such as "Prisoners' Dilemma". These studies have examined changes in both aggressive and prosocial behaviours. "Video games" collectively span a wide spectrum of content, contexts, and player engagement modalities. Therefore, researchers have focused on different aspects of the video games and on different aspects of the context or structure within which the games are played. Competitive versus cooperative games have been studied, as have antisocial versus prosocial games; additionally, combinations of these facets (e.g., games that use violent or antisocial methods to achieve prosocial goals) have been studied. The effects of solo game playing versus co-playing with another research participant have also been studied. A cross-section of the variety of perspectives, methodologies, findings and foci of research within the study of video game playing and prosocial behaviour is included in this literature review. Despite the wide array of research approaches and questions, gaps exist within the video game-prosocial behaviour literature. This is not surprising, given that this is a relatively new domain of research. We conclude the chapter, therefore, by proposing future research questions and directions with which to address this gap in our knowledge.
机译:与视频游戏及其对后续行为的影响有关的出版物数量从过去到现在的十年已增长了两倍多。大量的研究与日常生活中无处不在的视频游戏玩法并存,并且越来越多的父母,教育者和公众越来越担心游戏可能带来的有害影响。现在有许多研究调查了这种担忧。最近,研究也开始探索游戏可能带来的好处,尤其是增加亲社会行为的可能性。本章对研究文献进行了全面的综述,研究了视频游戏对亲社会行为的影响。在这些文献中,采用了各种理论观点和研究方法。例如,许多研究人员援引通用学习模型来解释视频游戏可能影响行为的机制。其他研究人员在研究游戏与亲社会发展之间的关系时,参考了涉及道德教育,品格教育和关怀伦理的框架。在这些研究中已经探索了各种参数。例如,不同的研究评估了游戏的即时和延迟影响,并研究了视频游戏不同持续时间的影响。此外,根据每项研究对“攻击性行为”和“亲社会行为”的操作定义,已评估了多种行为并采用了不同的措施。例如,研究使用了自我报告的共情能力,慷慨和善良的性格优势以及公民参与的程度,还使用了单词完成和故事完成任务以及针锋相对的社交情境游戏,例如“囚徒困境”。这些研究检查了攻击性行为和亲社会行为的变化。 “视频游戏”共同涵盖了广泛的内容,上下文和玩家参与方式。因此,研究人员将注意力集中在视频游戏的不同方面以及玩游戏的环境或结构的不同方面。研究了竞争博弈与合作博弈,以及反社会博弈与亲社会博弈。此外,还研究了这些方面的组合(例如,使用暴力或反社会方法实现亲社会目标的游戏)。还研究了独奏游戏与与其他研究参与者共同玩游戏的效果。在这篇文献综述中,包括了对视频游戏玩法和亲社会行为的研究中各种观点,方法论,发现和研究重点的横截面。尽管有各种各样的研究方法和问题,但视频游戏-社会行为文献中仍存在差距。考虑到这是一个相对较新的研究领域,这不足为奇。因此,我们通过提出未来的研究问题和方向来解决本知识的空白,从而结束本章。

著录项

  • 来源
    《Journal of Communications Research》 |2014年第2期|199-224|共26页
  • 作者单位

    Department of Psychology, IKBSAS, University of British Columbia, Kelowna, BC, Canada;

    Department of Psychology, IKBSAS, University of British Columbia, Kelowna, BC, Canada;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号