"現実の混沌から気をそらす良い方法" 危機時の対処を支援するビデオゲームの役割に関する反射的なテーマ分析
George Farmer1, Nina Higson-Sweeney2, Chris Fullwood3
1Department of Psychology, School of Social Sciences, University of Westminster, London, United Kingdom.
Frontiers in digital health
|September 3, 2025
まとめ
ビデオゲームはCOVID-19のパンデミック中に心理的な利点を提供し,エージェンシーとコミュニティを回復しました. この研究は 危機時の対処メカニズムとして ゲームを強調し 将来の世界保健イベントに 価値ある教訓を提供しています
科学分野:
- 心理学
- 人とコンピュータの相互作用
- 社会学
背景:
- COVID-19 パンデミックは,世界的なストレスと社会的な孤立を引き起こしました.
- ビデオ ゲーム は ストレス の ある 時期 に 心理 的 な 益 を もたらす こと が 認め られ て い ます.
研究 の 目的:
- ビデオゲームがCOVID-19のパンデミックでゲーマーが経験する日常的なストレスを管理する役割を探求する.
- 心理的な影響と 対処戦略を理解するために ビデオゲームが グローバルな危機に結びついている
主な方法:
- オンラインで募集された13人の参加者を含む定性研究.
- スカイプやメールで実施された テキストベースの構造面接
- 面接データをテーマ別分析する
主要な成果:
- 3つのテーマが浮かび上がりました ビデオゲーム,対処,幸福感です
- ビデオゲームは 参加者の行動力や コミュニティーや 目的意識を回復させました
- ゲーミングは 積極的で 保護的な対処メカニズムで 効果は様々でした
結論:
- ビデオゲームは,COVID-19危機の間,補償活動として機能しました.
- 自己決定理論で評価された結果は,世界的な健康イベントのストレスを管理する上でゲームが果たす役割についての洞察を提供します.
- ゲームを有益なものと 非有益なものと 見る間の 緊張感を強調しています
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