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Video games as a multifaceted medium: a review of quantitative social science research on video games and a typology of video game research approaches

机译:电子游戏作为一种多元化的媒介:对电子游戏的定量社会科学研究的回顾和电子游戏研究方法的类型学

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摘要

Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games' social function that are often difficult to reconcile - or even contradictory. Research is also often categorized by topic area, rendering a comprehensive view of video games' social role across topic areas difficult. This interpretive review presents a novel typology of four identified approaches that categorize much of the quantitative social science video game research conducted to date: "video games as stimulus," "video games as avocation," "video games as skill," and "video games as social environment." This typology is useful because it provides an organizational structure within which the large and growing number of studies on video games can be categorized, guiding comparisons between studies on different research topics and aiding a more comprehensive understanding of video games' social role. Categorizing the different approaches to video game research provides a useful heuristic for those critiquing and expanding that research, as well as an understandable entry point for scholars new to video game research. Further, and perhaps more importantly, the typology indicates when topics should be explored using different approaches than usual to shed new light on the topic areas. Lastly, the typology exposes the conceptual disconnects between the different approaches to video game research, allowing researchers to consider new ways to bridge gaps between the different approaches' strengths and limitations with novel methods.
机译:尽管有大量的有用的定量社会科学研究涉及视频游戏的社会角色和影响,但是由于涉及不同观点和假设,采用不同方法的研究,很难比较涉及视频游戏各个方面的研究。 ,并解决不同的问题。专注于视频游戏的不同社会维度的研究可以得出有关游戏社会功能的各种发现,这些发现通常很难调和甚至矛盾。研究也经常按主题领域进行分类,因此很难全面了解视频游戏在主题领域中的社会角色。这份诠释性评论提供了四种已识别方法的新颖分类,该方法将迄今为止进行的许多定量社会科学视频游戏研究归类为:“视频游戏作为刺激”,“视频游戏作为业余”,“视频游戏作为技能”和“视频游戏作为社交环境。”这种类型非常有用,因为它提供了一个组织结构,可以对大量且不断增长的视频游戏研究进行分类,指导不同研究主题的研究之间的比较,并有助于对视频游戏的社会角色有更全面的了解。对视频游戏研究的不同方法进行分类,可以为那些批判和扩展该研究的人们提供有益的启发,也为视频游戏研究的新手提供了一个可以理解的切入点。此外,也许更重要的是,该类型学指出何时应使用与往常不同的方法来探索主题,从而为主题领域提供新的思路。最后,这种类型学揭示了视频游戏研究不同方法之间的概念上的脱节,使研究人员可以考虑用新方法弥合不同方法的优势和局限之间的差距的新方法。

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    Ivory James D.;

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