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The relationship between co-playing and socioemotional status among older-adult game players
Entertainment Computing ( IF 2.8 ) Pub Date : 2021-02-08 , DOI: 10.1016/j.entcom.2021.100414
Seyeon Lee , Chung-Kon Shi , Young Yim Doh

This study aimed to investigate differences in socioemotional status and perceptions of video games among older adult co-players, solo players, and non-players of video games. We collected data on these three groups through a survey of 190 Korean participants between the ages of 50 and 69 years (Mean age = 59.2). Results showed that co-players expressed a higher positive affect and well-being, higher companionship and emotional support, and more positive perceptions of video games than solo players and non-players. However, there was no difference in positive affect and well-being between solo players and non-players, and solo-players experienced higher levels of companionship and emotional support than non-players. Among co-players, there was no significant difference in socioemotional status between those who mainly played in co-located settings and those who played in Internet-mediated settings. In addition, positive perception mediated between frequency of game play and positive socioemotional status within playing groups. We subsequently examined ways to promote co-playing in older adults and highlight the importance of considering the social context when designing video games for older adults.



中文翻译:

成年游戏玩家之间的共同游戏与社会情感地位之间的关系

这项研究的目的是调查老年人的共同游戏者,独奏者和非电子游戏者在社会情感状态和对电子游戏的看法上的差异。我们通过对190位年龄在50至69岁(平均年龄= 59.2)的韩国参与者进行调查,收集了这三组的数据。结果显示,与单人玩家和非玩家相比,共同玩家具有更高的积极情感和幸福感,更高的陪伴和情感支持以及对视频游戏的更积极感知。但是,独奏者和非独奏者在积极影响和福祉方面没有差异,独奏者比非独奏者具有更高水平的陪伴和情感支持。在共同玩家中,主要在同居环境中玩耍的人和在互联网媒介环境中玩耍的人之间的社会情感状态没有显着差异。另外,在游戏频率和游戏组内积极的社会情感状态之间介导了积极的知觉。随后,我们研究了促进老年人共同游戏的方法,并强调了在为老年人设计视频游戏时考虑社交环境的重要性。

更新日期:2021-02-28
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