RAPID: Natural experiments with online games: Support, impact and mitigation during the Covid-19 Pandemic
RAPID:在线游戏的自然实验:Covid-19 大流行期间的支持、影响和缓解
基本信息
- 批准号:2035064
- 负责人:
- 金额:$ 19.68万
- 依托单位:
- 依托单位国家:美国
- 项目类别:Standard Grant
- 财政年份:2020
- 资助国家:美国
- 起止时间:2020-07-01 至 2022-06-30
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
This research examines whether the surge of participation in online games triggered by the social distancing response to the COVID-19 pandemic is mitigating or magnifying the harm caused on the wellbeing of those kept away from their fundamental sources of social support, stimulation, and affection. The world is facing an unprecedented crisis as people have suddenly and dramatically moved away from physical contact and into mediated spaces, with largely unknown costs and benefits. The objective of this research is to discover mitigation strategies by leveraging existing and ongoing large data sets from multi-player games to provide a longitudinal window on the net effect of these changes on socialization, support, community, physical and mental health. Are those changes different as new cohorts come online, and how do the dynamics also shift as these new groups mix with the previous ones? Are online games a balm against this growing crisis, or part of the problem? Answers will have broad and potentially immediate impact on the social and psychological health of the very large numbers of people for whom such games are a major platform for friendship and socialization, both veteran players whose real-life situations have changed and new cohorts of players who may bring new needs and behavioral problems to this very significant social medium. Prior to the pandemic the research team had already begun to collect very extensive anonymized data through collaboration with the corporation managing a highly popular team-based game, thus having good comparison statistics to analyze the effect of the pandemic over time through constant collection of new data. Geographic location measures are included, so it will be possible to integrate official statistics on the spread and intensity of the pandemic, and investigate probable cause and effect relationships. Understanding of the deeper meaning of the pandemic will be derived from a questionnaire and interviews administered to representative samples of players, and also through analysis of the in-game text chat. This research is sufficiently innovative that unexpected new discoveries are likely, but the three main research questions serve the development of processes and actions to address the global challenge of the COVID-19 pandemic: (1) In what ways are existing and new players acquiring social support across different game environments, mitigating the harmful effects of social distancing? (2) In what ways are existing and new players experiencing social harms, increasing declines in overall wellbeing? (3) What are the new and emerging patterns of social interactions that are positive, and can be used by game designers to improve their platforms?This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
这项研究考察了新冠肺炎疫情引发的社交疏远反应引发的网络游戏参与率的激增,是否减轻或放大了那些远离社会支持、刺激和情感的基本来源的人的福祉所造成的伤害。随着人们突然戏剧性地从身体接触转向中介空间,世界正面临一场前所未有的危机,成本和收益基本上未知。这项研究的目的是通过利用来自多人游戏的现有和正在进行的大型数据集来发现缓解策略,以提供一个纵向窗口,了解这些变化对社会化、支持、社区、身心健康的净影响。随着新的群体上线,这些变化是否会有所不同,随着这些新群体与之前的群体融合,动态也会发生怎样的变化?网络游戏是应对这场日益严重的危机的灵丹妙药,还是问题的一部分?答案将对这类游戏是友谊和社交的主要平台的大量人的社交和心理健康产生广泛和潜在的直接影响,既有现实生活中情况发生变化的老玩家,也有可能给这个非常重要的社交媒体带来新需求和行为问题的新玩家。在大流行之前,研究小组已经开始通过与管理一个非常受欢迎的基于团队的游戏的公司合作,收集非常广泛的匿名数据,从而拥有良好的比较统计数据,通过不断收集新数据来分析大流行随时间的影响。地理位置测量包括在内,因此将有可能整合关于大流行传播和强度的官方统计数据,并调查可能的因果关系。通过对具有代表性的玩家样本进行问卷调查和访谈,以及通过分析游戏中的文字聊天,可以了解大流行的更深层次含义。这项研究具有足够的创新性,很可能会有意想不到的新发现,但三个主要的研究问题有助于制定应对新冠肺炎大流行的全球挑战的过程和行动:(1)现有玩家和新玩家如何在不同的游戏环境中获得社会支持,减轻社交距离的有害影响?(2)现有玩家和新玩家通过哪些方式遭受社会伤害,总体幸福感不断下降?(3)哪些新的和新的社交互动模式是积极的这个奖项反映了NSF的法定使命,并通过使用基金会的智力优势和更广泛的影响审查标准进行评估,被认为值得支持。
项目成果
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Dmitri Williams其他文献
Third places in the ether around us: layers on the real world
我们周围的以太中的第三个地方:现实世界的层次
- DOI:
10.4337/9781786433916.00017 - 发表时间:
2019 - 期刊:
- 影响因子:0
- 作者:
Dmitri Williams;Do Own (Donna) Kim - 通讯作者:
Do Own (Donna) Kim
Connecting in-game performance, need satisfaction, and psychological well-being: A comparison of older and younger players in World of Tanks
将游戏中的表现、需求满足和心理健康联系起来:《坦克世界》中年长玩家和年轻玩家的比较
- DOI:
- 发表时间:
2021 - 期刊:
- 影响因子:5
- 作者:
Mingxuan Liu;Sukyoung Choi;Do Own (Donna) Kim;Dmitri Williams - 通讯作者:
Dmitri Williams
AI, you can drive my car: How we evaluate human drivers vs. self-driving cars
人工智能,你可以驾驶我的车:我们如何评估人类驾驶员与自动驾驶汽车
- DOI:
- 发表时间:
2021 - 期刊:
- 影响因子:9.9
- 作者:
Joo;Ignacio Cruz;Dmitri Williams - 通讯作者:
Dmitri Williams
Groups and Goblins: The Social and Civic Impact of an Online Game
- DOI:
10.1207/s15506878jobem5004_5 - 发表时间:
2006-12 - 期刊:
- 影响因子:3.2
- 作者:
Dmitri Williams - 通讯作者:
Dmitri Williams
Racism, responsibility and autonomy in HCI: Testing perceptions of an AI agent
人机交互中的种族主义、责任和自主:测试人工智能代理的看法
- DOI:
- 发表时间:
2019 - 期刊:
- 影响因子:9.9
- 作者:
Joo;Dmitri Williams - 通讯作者:
Dmitri Williams
Dmitri Williams的其他文献
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{{ truncateString('Dmitri Williams', 18)}}的其他基金
Collaborative Research: Instrumenting Behaviors and Attitudes in Virtual Worlds
合作研究:在虚拟世界中测量行为和态度
- 批准号:
0628036 - 财政年份:2006
- 资助金额:
$ 19.68万 - 项目类别:
Standard Grant
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