“游戏成瘾”与健康性应对——兼论健康传播在游戏中的适应性

    “Gaming Disorder” and Healthy Countermeasures—Adaptability of Health Communication in the Game

    • 摘要: 《国际疾病分类》正式将"游戏成瘾"收录其中,在强调成瘾危害的同时,也认可其作为社会问题医学化的某种待研究领域。实际上,"游戏成瘾"已经构成了现代意义上的"疾病"认知,在与健康传播的缠绕之中既形成了独特的研究范式,也面临着自身困境。立足于此,应从游戏量级、游戏内容、游戏情境及游戏关联等方面进行相关的健康应对,并在健康支出、文本、体验及情感等传播变量中予以规制及改善。同时,以游戏"情商加油站"为个案,探讨健康传播作为一种研究视角,在游戏适应中的严肃化转向及可行性。

       

      Abstract: Gaming Disorder has been added to the International Classification of Diseases,which emphasizes the risks of digital gaming addiction and recognizes it as a certain field to be studied in the medicalization of social issues. In fact,"gaming disorder" has constituted the cognition of a "disease" in the modern sense. It forms a unique research paradigm and faces its own dilemma at the same time in the entanglement with health communication. Based on this situation,relevant responses to health should be made in terms of game magnitude,game content,game context and game correlation,and should be regulated and improved in communication variables such as health expenditure,text,experience and emotion. Moreover,taking the game "Emotion Filling Station" as an example,the serious shift and feasibility of health communication in game adaptation is explored and discussed as a research perspective.

       

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