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Switch on to games: Can digital games aid post-work recovery?

机译:切换到游戏:数字游戏可以帮助事后恢复吗?

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摘要

Recovery is a necessary factor in avoiding work-related strain and in feeling prepared for the next day of work. In order for recovery to be successful, an individual must experience psychological detachment from work, relaxation, mastery experiences and a sense of control, all of which have been argued to be assisted by digital game use. However, it is unclear whether these associations will be greater for certain digital game genres, or whether this would extend to other recovery-related outcomes, for instance work home interference (WHI), where the stress from work interferes with home-life. These factors may be vital in determining whether interventions aimed at improving recovery using digital games would be effective, and what form these should take. The present research surveyed 491 participants and found that the total number of hours spent playing digital games per week was positively correlated with overall recovery. Correlations varied with genre, highlighting the importance of game characteristics in this relationship: first person shooters and action games were most highly correlated with recovery. Moreover, digital game use was not related to a reduction in work-home interference. When restricting the analysis to gamers who report to have developed online relationships, online social support mediated the relationship between digital game use and recovery. Results are discussed in terms of how digital games may be utilised to improve recovery and reduce work-related stress.
机译:恢复是避免与工作相关的压力和第二天工作准备感的必要因素。为了使恢复成功,个人必须经历工作,放松,精通经验和控制感的心理超脱,所有这些都被认为可以通过使用数字游戏来辅助。但是,尚不清楚这些联系对于某些数字游戏类型是否会更大,或者是否会扩展到其他与恢复相关的结果,例如工作压力(WHI),而工作压力会干扰家庭生活。这些因素对于确定旨在改善使用数字游戏恢复的干预措施是否有效以及采取何种形式至关重要。本研究对491名参与者进行了调查,发现每周玩数字游戏所花费的总时间与总体恢复呈正相关。相关性随类型而变化,突出了这种关系中游戏特征的重要性:第一人称射击游戏和动作游戏与恢复高度相关。此外,数字游戏的使用与减少家庭办公干扰无关。当将分析限于报告为已建立在线关系的游戏玩家时,在线社会支持会介导数字游戏使用与恢复之间的关系。根据如何利用数字游戏来提高恢复能力和减轻与工作有关的压力来讨论结果。

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