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電子游戲能提高幸福感嗎?
Oxford University researchers say а new study marks a rare example of collaboration between academics and the video game industry.
牛津大學(xué)的研究人員表示,一項(xiàng)新研究標(biāo)志著 學(xué)術(shù)界和電子游戲業(yè)間合作的罕見(jiàn)例子。
Lack of information from game makers has long been an issue for scientists hoping to better understand player behaviors.
對(duì)于希望更好地了解玩家行為的科學(xué)家來(lái)說(shuō),缺乏游戲制造商提供的信息一直是個(gè)問(wèn)題。
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.
這項(xiàng)新研究著眼于電子游戲如何影響心理健康,它因?yàn)槭褂昧穗娮佑螒蛑圃焐套约禾峁┑男畔⒍煌瑢こ!?/span>
It comes at а time when video game sales have increased.
此時(shí)正值電子游戲銷售增長(zhǎng)之際。
Many people are staying at home because of the coronavirus health crisis.
受新冠肺炎疫情影響,許多人閉門(mén)不出。
And in many countries, public health officials have set limits on public life.
許多國(guó)家的公共衛(wèi)生官員對(duì)公共生活設(shè)置了限制。
The paper, released by the Oxford Internet Institute, is based on questions presented to people who played two video games.
牛津互聯(lián)網(wǎng)研究所發(fā)布的這篇論文是基于向玩過(guò)兩款電子游戲的人提出的問(wèn)題。
Those games were Plants vs Zombies: Battle for Neighborville and Animal Crossing: New Horizons.
這兩款游戲是“植物大戰(zhàn)僵尸:鄰里之戰(zhàn)”和“動(dòng)物穿越:新視野”。
The study used data provided by the game makers Electronic Arts and Nintendo of America.
這項(xiàng)研究使用了游戲制造商美國(guó)電子藝術(shù)公司(Electronic Arts)和任天堂(Nintendo) 提供的數(shù)據(jù)。
It showed how much time the people in the study spent playing the games.
它顯示了參與研究的人花了多少時(shí)間玩這些游戲。
Earlier research used estimates from the players themselves.
早期的研究使用了玩家自己的估計(jì)值。
The researchers said they found the actual amount of time spent playing was a small but positive factor in people's well-being
研究人員表示,他們發(fā)現(xiàn)玩游戲的實(shí)際時(shí)間對(duì)人們的幸福感是一個(gè)小而積極的因素。
- the state of being happy, healthy, orsuccessful.
--快樂(lè)、健康或成功的狀態(tài)。
The paper said the level of enjoyment that players get from a game could be more important for their mental health than playing time.
這篇論文表示,玩家從游戲中獲得的快樂(lè)程度可能比游戲時(shí)間對(duì)他們的心理健康更重要。
The paper has not yet been peer reviewed.
該論文還沒(méi)有經(jīng)過(guò)同行評(píng)議。
Peer review is a process by which a study is examined by a group of experts in the same field.
同行評(píng)議是由同- -領(lǐng)域的專家組對(duì)研究進(jìn)行審查的過(guò)程。
The study results could raise questions about ideas that gaming causes aggression or addiction.
這項(xiàng)研究結(jié)果可能會(huì)對(duì)游戲?qū)е潞枚非榫w或上癮的觀點(diǎn)提出質(zhì)疑。
"Our findings show video games aren't necessarily bad for your health," said Andrew Przybylski, the institute's director of research.
該研究所的研究主任安德魯.普茲比爾斯基表示,“我們的研究結(jié)果表明,電子游戲不一定有害健康。”
"In fact, play can be an activity that relates positively to people's mental health
“事實(shí)上,游戲?qū)ν婕业男睦斫】涤蟹e極的影響
- and regulating video games could withhold those benefits from players."
-而管控電子游戲可能會(huì)損害玩家的這些益處?!?/span>
Regulate means to make rules or laws that control people or things.
管控意味著制定規(guī)則或法律來(lái)控制人或事。
Joseph Hilgard is an assistant professor of social psychology at Illinois State University.
約瑟夫.希爾加德是伊利諾斯州立大學(xué)社會(huì)心理學(xué)的助理教授。
He noted some limitations in the study.
他指出了這項(xiàng)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.
他認(rèn)為數(shù)據(jù)并不能直接表明電子游戲?qū)π腋8杏杏绊憽?/span>
Instead, Hilgard described the data as "correlational," which suggests that two or more things change or happen together.
相反,希爾加德將這些數(shù)據(jù)描述為“相關(guān)研究”,意味著兩個(gè)或更多的事物一起改變或發(fā)生。
Paul Croarkin of the Mayo Clinic in Minnesota said he had "lingering questions" about the study.
明尼蘇達(dá)州梅奧診所的保羅.克羅金表示,他對(duì)這項(xiàng)研究有“持續(xù)不斷的問(wèn)題”。
Croarkin has studied video games and children.
克羅金研究過(guò)電子游戲和兒童。
He said the self-reporting nature of the study was а weakness.
他指出這項(xiàng)研究的自我報(bào)告性質(zhì)是一個(gè)缺點(diǎn)。
But he added that the researchers presented their findings in a balanced way.
但他補(bǔ)充道,研究人員以一種平衡的方式展現(xiàn)了他們的研究結(jié)果。
For the study, the researchers questioned 2,756 people who played the game Animal Crossing: New Horizons.
在這項(xiàng)研究中,研究人員詢問(wèn)了2756名“動(dòng)物穿越:新視野”游戲玩家。
They also questioned 518 players of Plants VS Zombies: Battle for Neighborville.
以及518名“植物大戰(zhàn)僵尸:鄰里之戰(zhàn)”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關(guān)于他們經(jīng)歷的問(wèn)卷調(diào)查。
Their answers were matched up against playing time recorded by the video game companies.
他們的答案與電子游戲公司記錄的游戲時(shí)間相匹配。
Andrew Przybylski suggested that researchers need to work more with the video game industry
安德魯.普茲比爾斯基建議,研究人員需要更多地與電子游戲行業(yè)合作,
"to study how games impact а wider, and more diverse, sample of players over time."
“研究游戲如何隨著時(shí)間的推移對(duì)更廣泛、更多樣化的玩家樣本產(chǎn)生影響?!?/span>
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."
他補(bǔ)充道,“ 我們需要更多更好的數(shù)據(jù)來(lái)深入了解游戲?qū)π睦斫】档挠绊懀还苁呛檬菈??!?/span>


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