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通过Minecraft数字构建研究青少年福祉:视觉和主题研究
L Cousin Cabrolier1, L Duconget2, P Martin3
1AP-HP. Nord-Université Paris Cité, Hôpital Universitaire Robert Debré, Unité d'épidémiologie Clinique, Inserm, Paris, France; Université Paris Cité, ECEVE UMR 1123, Inserm, Faculté de Médecine, Paris, France.
概括
在Minecraft中,青少年游戏玩家优先考虑了社交联系和健康的生活方式,使用数字游戏来表示幸福感. 这项研究展示了游戏作为一种有效的研究工具,用于了解青年观点.
科学领域:
- 数字媒体研究数字媒体研究
- 青少年心理学 青少年心理学
- 基于游戏的研究.
背景情况:
- 传统的研究方法可能无法完全捕捉青少年的观点.
- 数字游戏为研究年轻人的经历提供了创新的平台.
- 了解青少年的福祉对于有针对性的干预至关重要.
研究的目的:
- 探索青少年游戏玩家对幸福感的概念化.
- 用Minecraft作为一个新的研究工具.
- 通过数字建筑挑战来评估青少年的福祉.
主要方法:
- 从法国流媒体社区招募了12名参与者.
- 采用混合方法方法:视觉和主题分析.
- 利用联合国H6+框架分析福利领域.
主要成果:
- 社会联系和健康的生活方式是占主导地位的福祉主题 (7/12构造).
- 公共空间和促进健康的环境经常被描绘.
- 学习和安全领域的代表性适度;代理人最小.
结论:
- 数字游戏可以成为青年研究的有效工具.
- 年轻的游戏玩家强调福祉的社会和身体方面.
- 这些发现挑战了与游戏相关的负面刻板印象.
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