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Understanding Video Game Play and Mental Health

Understanding Video Game Play and Mental Health
了解电子游戏玩法和心理健康
批准号:
ES/W012626/1
负责人:
Andrew Przybylski
金额:
$101.03万
依托单位:
依托单位国家:
英国
项目类别:
Research Grant
财政年份:
2023
资助国家:
英国
项目状态:
未结题
起止时间:
2023 至 --

项目摘要

项目成果

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中文摘要
翻译
尽管视频游戏很受欢迎,但科学对视频游戏及其对我们心理健康的影响的了解有限。这种有限的理解是先前研究方法的几个局限性的直接结果:数据质量低,样本不具代表性,以及缺乏透明度。总而言之,这些限制导致研究缺乏一种研究电子游戏的原则性方法:描述行为(即游戏)、预测行为、测试行为本身预测什么。有了这项建议,我们制定了这样一个原则性的研究计划,以解决这些限制。具体地说,我们的目标是生成一个权威的数据集,为我们提供对视频游戏和心理健康的准确了解。我们将结合对活跃的视频游戏玩家的心理健康、个性和动机进行的具有全国代表性的大型调查与视频游戏行为的客观数据相结合。我们将从与我们建立工作关系的行业合作伙伴(任天堂、索尼、微软)那里获得这些行为数据。将调查数据与行为数据结合起来,需要学术界与历来不愿共享数据的视频游戏行业之间进行一种新的、首个此类合作。我们将招募代表英国人口的7000名活跃的成年球员作为大样本。这些参与者将完成一项关于心理健康、幸福感、动机、个性和人口统计因素的半小时调查。为了将参与者调查数据与他们玩电子游戏的行为联系起来,调查将把参与者引导到一个网站,在那里他们选择他们使用的所有游戏服务,并同意将他们的游戏数据捐赠给研究。我们的行业合作伙伴的系统然后记录同意和匿名识别符,然后与调查数据一起记录。这一工作流程使我们的团队能够在合作伙伴的数据库中查询那些行为视频游戏数据的匿名标识。最终得到的数据集代表着一种独特的资源,更重要的是,这是一次最终准确了解视频游戏行为的独特机会。游戏行业记录人们在游戏中做了什么(例如,一个人玩了多长时间,他们在游戏中玩得有多好)。结合这些数据和具有代表性的样本,我们可以进行原则性研究计划的每一步:描述玩电子游戏,预测玩电子游戏,并测试玩电子游戏是否能预测心理健康。总而言之,这些步骤构成了视频游戏薪酬和心理健康科学亟需的基础。我们不仅能够知道人们在什么时候玩什么游戏,玩多长时间;我们还可以检查玩家的类型(例如,具有特定动机和个性的子组)。此外,我们还可以测试哪些特征可以让我们准确预测玩家从事什么类型的游戏,他们玩了多久等。最后,我们最终将知道哪些类型的游戏与心理健康有关。满足这些目标将最终让我们对视频游戏有一个全面的理解。这种理解是迫切需要的:许多福利机构和政府机构需要我们提供的那种证据,以潜在地监管博彩。与此同时,学术界和公众利益相关者一直在要求工业界与独立研究人员分享他们的数据。通过我们的项目,我们将为此类合作设定标准:道德、透明和独立。作为第一个与游戏行业进行如此规模合作的公司,我们的目标是以身作则。我们不仅将制作第一个关于视频游戏和心理健康的权威数据集;我们还将公开分享这些数据集。对于世界各地的科学家来说,这个数据集是一种宝贵的资源。此外,将我们的发现传达给政策制定者,最终将为他们提供坚实的证据基础,并为他们提供如何与行业合作伙伴接触的范例。
英文摘要
Despite their popularity, science has a limited understanding of video games and their effects on our mental health. This limited understanding is a direct result of several limitations of the method of previous research: low data quality, unrepresentative samples, and a lack of transparency. Together, such limitations have resulted in research that lacks a principled approach to the study of video games: describing the behaviour (i.e., gaming), predicting the behaviour, testing what the behaviour itself predicts. With this proposal, we develop such a principled research programme that addresses these limitations. Specifically, we aim to generate an authoritative data set to provide us with an accurate understanding of video game play and mental health. We will combine a large, nationally representative survey of active video game players' mental health, personality, and motivations with objective data of behaviour in video games. We will obtain these behavioural data from industry partners that we have established working relations with (Nintendo, Sony, Microsoft).This combination of survey data with behavioural data requires a new, first-of-its kind collaboration between academics and a video games industry that has been historically reluctant to share data. We will recruit a large sample of 7,000 active adult players representative of the UK population. These participants will complete a half-hour survey on mental health, well-being, motivations, personality, and demographic factors. To link participant survey data with their video game play behaviours, the survey will direct participants to a website where they select all game services they use and consent to donate their play data to the study. The systems of our industry partners then record the consent and an anonymous identifier, which is then recorded with the survey data. This workflow allows our team to query the data bases of our partners for those anonymous identifiers for behavioural video game data.The resulting data set represents a unique resource and, more importantly, a unique opportunity to finally obtain an accurate understanding of video game behaviour. The games industry records what people do in their games (e.g., how long someone played a game, how good they were in the game). Combining these data with a representative sample allows us to conduct each step of a principled research programme: describing video game play, predicting it, and testing whether video game play predicts mental health. Together, these steps form a much needed foundation for a science of video game pay and mental health. Not only will we be able to tell what games people play when and for how long; we can also examine what types of players there are (e.g., subgroups with certain motivations and personalities). Moreover, we can test what characteristics allow us an accurate prediction of what genres a player engages with, how long they play for, etc. Last, we will finally know what types of play are related to mental health.Meeting these objectives will finally allow a comprehensive understanding of video games. This understanding is sorely needed: Many welfare agencies and government bodies need evidence of the kind we produce to potentially regulate gaming. At the same time, both academics and public stakeholders have been asking for industry to share their data with independent researchers. With our project, we will set the standard for such collaborations: ethical, transparent, and independent. Being the first to collaborate with the games industry on such a scale, we aim to lead by example. Not only will we produce the first authoritative data set on video games and mental health; we will share these data set publicly. This data set is a valuable resource for scientists all around the world. Further, communicating our findings to policymakers will finally provide them with a firm evidence base and an example of how to engage with industry partners.
期刊论文(3)
专著(0)
科研奖励(0)
会议论文
Affective Uplift During Video Game Play: A Naturalistic Case Study
玩电子游戏期间的情感提升:自然主义案例研究
DOI: 10.31234/osf.io/z3ejx
发表时间: 2023
期刊:
影响因子: --
作者: [Vuorre M]
通讯作者: Vuorre M
DOI: 10.31234/osf.io/qruhx
发表时间: 2023
期刊:
影响因子: --
作者: [Magnusson K]
通讯作者: Magnusson K
DOI: 10.1038/s41597-023-02530-3
发表时间: 2023-09-13
期刊: Scientific data
影响因子: 9.8
作者: [Vuorre M, Magnusson K, Johannes N, Butlin J, Przybylski AK]
通讯作者: Przybylski AK
How Much is Too Much? Leveraging Existing and Emerging Large-Scale Social Data to Build Robust Evidence-Based Policy for Children in the Digital Age
  • 批准号:
    ES/T008709/1
  • 项目类别:
    Research Grant
  • 资助金额:
    $29.53万
  • 财政年份:
    2020
  • 负责人:
    Andrew Przybylski
  • 依托单位:
海外基金