首页> 外文期刊>Journal of medical Internet research >Possible Biases of Researchers’ Attitudes Toward Video Games: Publication Trends Analysis of the Medical Literature (1980–2013)
【24h】

Possible Biases of Researchers’ Attitudes Toward Video Games: Publication Trends Analysis of the Medical Literature (1980–2013)

机译:研究者对电子游戏的态度可能存在的偏见:医学文献的出版趋势分析(1980-2013年)

获取原文
       

摘要

Background: The study of video games is expanding, and so is the debate regarding their possible positive and deleterious effects. As controversies continue, several researchers have expressed their concerns about substantial biases existing in the field, which might lead to the creation of a skewed picture, both in the professional and in the lay literature. However, no study has tried to examine this issue quantitatively.Objective: The objective of our study was to examine possible systematic biases in the literature, by analyzing the publication trends of the medical and life sciences literature regarding video games.Methods: We performed a complete and systematic PubMed search up to December 31, 2013. We assessed all 1927 articles deemed relevant for their attitude toward video games according to the focus, hypothesis, and authors’ interpretation of the study results, using a 3-category outcome (positive, negative, and neutral). We assessed the prevalence of different attitudes for possible association with year of publication, location of researchers, academic discipline, methodological research, and centrality of the publishing journals.Results: The attitude toward video games presented in publications varied by year of publication, location, academic discipline, and methodological research applied (P<.001 for all). Moreover, representation of different attitudes differed according to centrality of the journals, as measured by their impact factor (P<.001).Conclusions: The results suggest that context, whether scientific or social, is related to researchers’ attitudes toward video games. Readers, both lay and professional, should weigh these contextual variables when interpreting studies’ results, in light of the possible bias they carry. The results also support a need for a more balanced, open-minded approach toward video games, as it is likely that this complex phenomenon carries novel opportunities as well as new hazards.
机译:背景:视频游戏的研究正在扩展,关于它们可能产生的积极和有害影响的辩论也在不断扩大。随着争议的继续,一些研究人员表达了他们对该领域存在的重大偏见的担忧,这可能会导致在专业文献和非专业文献中产生歪斜的画面。然而,没有研究试图定量地研究这个问题。目的:我们的目的是通过分析医学和生命科学文献中有关视频游戏的出版趋势来研究文献中可能存在的系统偏见。完整且系统的PubMed搜索,截至2013年12月31日。我们根据重点,假设和作者对研究结果的理解,使用3类结果(阳性,负面和中性)。我们评估了与出版年份,研究人员的位置,学科,方法学研究以及出版期刊的集中度有关的不同态度的普遍程度。结果:出版物对视频游戏的态度因出版年份,地理位置,学术学科和方法论研究的应用(全部P <.001)。此外,根据期刊的中心程度(通过影响因子来衡量),不同态度的表示形式也有所不同(P <.001)。结论:结果表明,无论是科学背景还是社会背景,其背景都与研究人员对视频游戏的态度有关。不论是普通读者还是专业读者,在解释研究结果时都应权衡这些上下文变量,以考虑他们可能会产生的偏见。结果还支持对视频游戏采取更加平衡,开放的态度的需求,因为这种复杂的现象可能带来新的机遇和新的危险。

著录项

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