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When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being

机译:视频游戏何时以及如何好:对视频游戏的积极效应进行审查

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摘要

Video games are a source of entertainment for a wide population and have varied effects on well-being. The purpose of this article is to comprehensively examine game-play research to identify the factors that contribute to these disparate well-being outcomes and to highlight the potential positive effects. On the basis of existing literature, we argue that the effects of gaming on well-being are moderated by other variables, such as motivations for gaming and video-game characteristics. Specifically, the inclusion of social activity can benefit prosocial behaviors and affect the relationship between violent video games and aggression that some studies have demonstrated. Moreover, the research on the relationship between violent video games and aggression depends greatly on individual and sociocontextual variables outside of game play. The inclusion of physical activity in games can provide an improvement in physical health with high levels of enjoyment, potentially increasing adherence rates. Overall, following our review, we determined that the effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of violence, social interaction, and physical activity. Thus, we argue that there is potential for an "optimal gaming profile" that can be used in the future for both academic- and industry-related research.
机译:视频游戏是广泛的人口娱乐的源泉,对福祉有不同的影响。本文的目的是全面研究游戏游戏研究,以确定有助于这些不同良好结果的因素,并突出潜在的积极影响。在现有文献的基础上,我们认为游戏对幸福感的影响被其他变量更适中,例如游戏和视频游戏特征的动机。具体来说,纳入社会活动可以利用口语行为,并影响剧烈视频游戏与侵略之间的关系,即一些研究已经证明。此外,对剧烈视频游戏与攻击之间的关系的研究取决于游戏范围之外的个人和社会文本变量大大。在游戏中纳入体育活动可以提供高度享受的身体健康,可能增加遵守率。总的来说,在我们的评论之后,我们确定游戏对幸福感的影响受到幸福的主张,并取决于游戏,外部变量,暴力,社会互动和身体活动的存在的动机。因此,我们认为,对于学术和行业相关的研究,可以在将来使用的“最佳游戏简介”潜力。

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