%0期刊文章%@ 1438- 8871% I JMIR出版物%V 22卡塔尔世界杯8强波胆分析% N 12% P e25117% T COVID-19是大流行期间增强现实游戏玩家身体活动和心理健康的“游戏规则改变者”:混合方法调查研究%A Ellis,Louise A A Lee,Matthew D A Ijaz,Kiran A Smith,James A Braithwaite,Jeffrey A Yin,Kathleen +澳大利亚健康创新研究所医疗弹性和实施科学中心,麦考瑞大学,塔拉维拉路6层,北莱德,2109,澳大利亚,61 298502484,louise.ellis@mq.edu.au %K 2019冠状病毒%K Pokémon哈利波特:巫师联合%K增强现实游戏%K身体活动%K心理健康%K幸福%D 2020 %7 22.12.2020 %9原始论文%J J医学互联网Res %G英语%X背景:基于位置的增强现实(AR)游戏,如Pokémon GO和哈利波特:巫师联合,已被证明对玩家的身体活动、社会联系和心理健康有有益的影响。2020年3月,与COVID-19大流行相关的全球社交距离措施促使AR游戏开发商Niantic公司实施了几项更改,以确保玩家继续参与Pokémon GO和《哈利·波特:巫师联盟》。我们试图研究在前所未有的COVID-19限制期间,这些游戏玩家的身心健康是如何受到影响的,以及他们的电子游戏粘性是如何受到影响的。目的:本研究的目的是研究与covid -19相关的社会限制对AR游戏玩家身心健康的影响;研究与covid -19相关的社会限制对电子游戏使用的影响以及使用电子游戏的动机;并探索AR游戏(以及电子游戏)在covid -19相关社会限制期间在支持福祉方面的潜在作用。方法:在2020年5月进行了一项混合方法的基于网络的自我报告调查,在此期间,许多国家都实施了与covid -19相关的社会限制。参与者是通过Pokémon GO或《哈利波特:巫师联盟》的四个版块在网上招募的。 Data collected included quantitative data on demographics, time spent playing video games, physical activity, and mental health; qualitative data included motivations to play and the impact of video games on mental health during COVID-19 lockdown. Results: We report results for 2004 participants (1153/1960 male, 58.8%, average age 30.5 years). Self-reported physical activity during COVID-19–related social restrictions significantly decreased from 7.50 hours per week on average (SD 11.12) to 6.50 hours (SD 7.81) (P<.001). More than half of the participants reported poor mental health (925/1766, 52.4%; raw World Health Organization–5 Well-Being Index score <13). Female gender, younger age, and reduced exercise were significant predictors of poor mental health. Participants reported a significant increase in video game play time from 16.38 hours per week on average (SD 19.12) to 20.82 hours (SD 17.49) (P<.001). Approximately three quarters of the participants (n=1102/1427, 77.2%) reported that playing video games had been beneficial to their mental health. The changes made to Pokémon GO and Harry Potter: Wizards Unite were very well received by players, and the players continued to use these games while exercising and to maintain social connection. In addition to seeking an escape during the pandemic and as a form of entertainment, participants reported that they used video games for emotional coping and to lower stress, relax, and alleviate mental health conditions. Conclusions: AR games have the potential to promote physical and mental health during the COVID-19 pandemic. Used by populations under isolation and distress, these games can improve physical and mental health by providing virtual socialization, sustained exercise, temporal routine, and mental structure. Further research is needed to explore the potential of AR games as digital behavioral interventions to maintain human well-being in the wider population. %M 33284781 %R 10.2196/25117 %U //www.mybigtv.com/2020/12/e25117/ %U https://doi.org/10.2196/25117 %U http://www.ncbi.nlm.nih.gov/pubmed/33284781
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