电子游戏能提高幸福感吗?

Oxford University researchers say а new study marks a rare example of collaboration between academics and the video game industry.
牛津大学的研究人员表示,一项新研究标志着 学术界和电子游戏业间合作的罕见例子。
Lack of information from game makers has long been an issue for scientists hoping to better understand player behaviors.
对于希望更好地了解玩家行为的科学家来说,缺乏游戏制造商提供的信息一直是个问题。
The new study, which looked at how video games affect mental health, is unusual because it used information provided by the video game makers themselves.
这项新研究着眼于电子游戏如何影响心理健康,它因为使用了电子游戏制造商自己提供的信息而不同寻常。
It comes at а time when video game sales have increased.
此时正值电子游戏销售增长之际。
Many people are staying at home because of the coronavirus health crisis.
受新冠肺炎疫情影响,许多人闭门不出。
And in many countries, public health officials have set limits on public life.
许多国家的公共卫生官员对公共生活设置了限制。
The paper, released by the Oxford Internet Institute, is based on questions presented to people who played two video games.
牛津互联网研究所发布的这篇论文是基于向玩过两款电子游戏的人提出的问题。
Those games were Plants vs Zombies: Battle for Neighborville and Animal Crossing: New Horizons.
这两款游戏是“植物大战僵尸:邻里之战”和“动物穿越:新视野”。
The study used data provided by the game makers Electronic Arts and Nintendo of America.
这项研究使用了游戏制造商美国电子艺术公司(Electronic Arts)和任天堂(Nintendo) 提供的数据。
It showed how much time the people in the study spent playing the games.
它显示了参与研究的人花了多少时间玩这些游戏。
Earlier research used estimates from the players themselves.
早期的研究使用了玩家自己的估计值。
The researchers said they found the actual amount of time spent playing was a small but positive factor in people's well-being
研究人员表示,他们发现玩游戏的实际时间对人们的幸福感是一个小而积极的因素。
- the state of being happy, healthy, orsuccessful.
--快乐、健康或成功的状态。
The paper said the level of enjoyment that players get from a game could be more important for their mental health than playing time.
这篇论文表示,玩家从游戏中获得的快乐程度可能比游戏时间对他们的心理健康更重要。
The paper has not yet been peer reviewed.
该论文还没有经过同行评议。
Peer review is a process by which a study is examined by a group of experts in the same field.
同行评议是由同- -领域的专家组对研究进行审查的过程。
The study results could raise questions about ideas that gaming causes aggression or addiction.
这项研究结果可能会对游戏导致好斗情绪或上瘾的观点提出质疑。
"Our findings show video games aren't necessarily bad for your health," said Andrew Przybylski, the institute's director of research.
该研究所的研究主任安德鲁.普兹比尔斯基表示,“我们的研究结果表明,电子游戏不一定有害健康。”
"In fact, play can be an activity that relates positively to people's mental health
“事实上,游戏对玩家的心理健康有积极的影响
- and regulating video games could withhold those benefits from players."
-而管控电子游戏可能会损害玩家的这些益处。”
Regulate means to make rules or laws that control people or things.
管控意味着制定规则或法律来控制人或事。
Joseph Hilgard is an assistant professor of social psychology at Illinois State University.
约瑟夫.希尔加德是伊利诺斯州立大学社会心理学的助理教授。
He noted some limitations in the study.
他指出了这项研究的一些局限性。
Hе suggested that the data does not directly show that video games have an effect on well-being.
他认为数据并不能直接表明电子游戏对幸福感有影响。
Instead, Hilgard described the data as "correlational," which suggests that two or more things change or happen together.
相反,希尔加德将这些数据描述为“相关研究”,意味着两个或更多的事物一起改变或发生。
Paul Croarkin of the Mayo Clinic in Minnesota said he had "lingering questions" about the study.
明尼苏达州梅奥诊所的保罗.克罗金表示,他对这项研究有“持续不断的问题”。
Croarkin has studied video games and children.
克罗金研究过电子游戏和儿童。
He said the self-reporting nature of the study was а weakness.
他指出这项研究的自我报告性质是一个缺点。
But he added that the researchers presented their findings in a balanced way.
但他补充道,研究人员以一种平衡的方式展现了他们的研究结果。
For the study, the researchers questioned 2,756 people who played the game Animal Crossing: New Horizons.
在这项研究中,研究人员询问了2756名“动物穿越:新视野”游戏玩家。
They also questioned 518 players of Plants VS Zombies: Battle for Neighborville.
以及518名“植物大战僵尸:邻里之战”的玩家。
All the players were asked to complete a questionnaire on their experiences.
所有玩家都被要求完成一份关于他们经历的问卷调查。
Their answers were matched up against playing time recorded by the video game companies.
他们的答案与电子游戏公司记录的游戏时间相匹配。
Andrew Przybylski suggested that researchers need to work more with the video game industry
安德鲁.普兹比尔斯基建议,研究人员需要更多地与电子游戏行业合作,
"to study how games impact а wider, and more diverse, sample of players over time."
“研究游戏如何随着时间的推移对更广泛、更多样化的玩家样本产生影响。”
Hе added, "We'll need more and better data to get to the heart of the effects of games, for good or ill, on mental health."
他补充道,“ 我们需要更多更好的数据来深入了解游戏对心理健康的影响,不管是好是坏。”
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