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Being a kid again: Playing Pokemon Go contributes to well-being through nostalgia

机译:再次成为一个小孩:玩口袋妖怪,通过怀旧的贡献

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This research investigates the augmented-reality smartphone game Pokemon Go and proposes that nostalgia is one particular reason for the game's popularity and success. We propose that nostalgia acts as both a precursor to individuals' desire to play the game, and a variable that predicts entertainment experiences and well-being while using the game. Two studies investigate these predictions. Study 1 was conducted in Germany before the game's release in 2016 and shows that the meaning players ascribe to Pokemon predicted anticipated nostalgia, which in turn motivated them to play the game. Study 2 replicates and extends these findings in an American sample after the game's release. Again, meaningfulness of Pokemon predicted game-induced nostalgia, which mediated the effect of meaningfulness on eudaimonic entertainment. Eudaimonic entertainment, in turn, predicted psychological well-being. Taken together, these findings draw a bi-directional link between nostalgia and media consumption and substantiate research regarding the well-being functions of both.
机译:这项研究调查了增强现实智能手机游戏口袋妖怪去,并提出怀旧是游戏人气和成功的一个特殊原因。我们建议怀旧的是个人对玩游戏的愿望的前身,以及一种预测娱乐体验和使用游戏的幸福的变量。两项研究调查了这些预测。在2016年游戏发布之前在德国进行了研究1,并表明,意义演奏者归于口袋妖怪预测的怀旧怀旧,这反过来激励他们玩游戏。研究2在游戏发布后的美国样品中复制并扩展这些发现。再次,口袋妖怪预测的游戏诱导的怀旧性怀旧的有意义,这介导有意义对Eudaimonic娱乐的影响。 eudaimonic娱乐,反过来,预测心理健康。在一起,这些发现在怀旧和媒体消费之间汲取了双向联系,并证实了关于两者都有良好功能的研究。

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