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無注釋原文:
Gaming does not appear harmful to mental health, unless the gamer can't stop - Oxford study
From: The University of Oxford
Societies may tremble when a hot new video game is released, but the hours spent playing popular video games do not appear to be damaging players』 mental health, according to the largest-ever survey of nearly 40,000 gamers and their gaming habits, which was conducted over six weeks by a team from Oxford’s Internet Institute. That does not mean, however, that the research did not throw up some concerns – and, the team argues, much more information is needed before tech regulators, can really rest easy.
The research, published in the journal Royal Society Open Science, found no 『causal link』 between gaming and poor mental health – whatever sort of games are being played. But Professor Andrew K. Przybylski, OII Senior Research Fellow, says the research did show a distinct difference in the experience of gamers who play 『because they want to』 and those who play 『because they feel they have to』.
He maintains, 『We found it really does not matter how much gamers played [in terms of their sense of well-being]. It wasn’t the quantity of gaming, but the quality that counted…if they felt they had to play, they felt worse. If they played because they loved it, then the data did not suggest it affected their mental health. It seemed to give them a strong positive feeling.』
The ground-breaking survey of gamers was the most comprehensive to date, taking in multiple platforms and seven different games, including basic games, such as Animal Crossing: New Horizons, racing simulators such as Gran Turismo Sport and more competitive games, such as Apex Legends and Eve Online.And, says Professor Przybylski, there was no difference in impact on mental health – whether game involved moving to a new town with talking animals, as in Animal Crossing, or taking part in a battle royal-style game, such as Apex Legends.
Players own their gaming data, which is accumulated by the platforms, and nearly 40,000 people gave permission for it to be used for this research. Previous studies have often involved players keeping diaries of their reactions to gaming. The access to real-time gaming data gave only a tantalising insight into the impact of gaming, though, says Professor Przybylski. And, although the OII has made the data available to other academics, it is a drop in the ocean in terms of possible available data and only offers limited access.
Professor Przybylski explains, 『About one billion people are playing video games worldwide. There are 3,000 games on the Nintendo platform alone. People play multiple games - and we were able to access information about 39,000 people playing just seven popular games.』
In order to answer the questions that parents, such as he, want answered, Professor Przybylski says, 『We need to collect large representative samples and we need to do it at the platform level. Looking at just seven games, is like looking at seven foodstuffs – when you know Tesco's and the other supermarkets, sell thousands of different foods and shoppers fill diverse trollies』
Professor Przybylski has grown up playing games himself and, he says, such research is essential to understanding the real impact of gaming on the individual.Although today’s research suggests gaming may only be a negative influence only for those who feel compelled to game, rather than all users, there is much more to be learned.
『These are just the first steps into the world of understanding how gaming fits into gamers』 lives,』 he says.『And it seems that why you are playing is the key factor. This is an exciting study, but there is a lot of work still to do.』
But months of negotiations with the gaming platforms, about the use of the data, preceded the research, followed by months of analysis. Analysing the data itself was the easy bit, says Professor Przybylski.The Sony, Microsoft, and Nintendo platforms have complex relationships with hundreds of game developers and it is tricky to get everyone to agree that independent and rigorous science is in their players』 best interests. But, Professor Przybylski points out, the data belongs to the gamers – not to the platforms and not to the game developers, 『Gamers have the legal right to donate their data…it would be an amazing step forward if we collected data at the platform level.』
He adds, 『Players want to know what impact gaming has. Scientists want to know. Parents want to know. The Government wants to know. I want to know…and the information is there. This data needs to be open and it needs to be easy to share.』
Professor Przybylski concludes, 『If the big gaming platforms care about their players』 well-being, they need to empower players and scientists to learn about how their products influence us, for good or ill.'
- ◆ -
註:中文文本為機器翻譯僅供參考,並非一一對應
含注釋全文:
Gaming does not appear harmful to mental health, unless the gamer can't stop - Oxford study
From: The University of Oxford
Societies may tremble when a hot new video game is released, but the hours spent playing popular video games do not appear to be damaging players』 mental health, according to the largest-ever survey of nearly 40,000 gamers and their gaming habits, which was conducted over six weeks by a team from Oxford’s Internet Institute. That does not mean, however, that the research did not throw up some concerns – and, the team argues, much more information is needed before tech regulators, can really rest easy.
牛津大學互聯網研究院(OII)的一個團隊對近4萬名遊戲玩家及其遊戲習慣進行了為期六周的調查,這是有史以來規模最大的一次調查,結果顯示,當一款熱門的新電子遊戲發布時,可能會令人擔心,但是玩流行電子遊戲的時間似乎並沒有損害玩家的心理健康。然而,這並不意味着這項研究沒有引發一些擔憂——該團隊認為,在科技監管機構真正放心之前,還需要更多信息。
tremble
tremble /ˈtrem.bəl/ 表示「(通常因寒冷、害怕或情緒激動)顫抖,發抖;極擔心;焦慮;恐懼」,英文解釋為「to shake slightly, usually because you are cold, frightened, or very emotional;to be very worried or frightened」舉個🌰:
When he came out of the water, he was trembling with cold.
他從水裡出來時冷得直打哆嗦。
I trembled at the thought of having to make a speech.
我一想到得發表演講心裡就發怵。
rest easy
rest easy = rest assured表示「(用於安慰某人)請放心,別擔心」,英文解釋為「used to tell someone not to worry and that you are in control of the situation」舉個🌰:
"Rest assured," said the police officer. "We will find your son for you."
「您放寬心,」警察說:「我們會為您找到兒子的。」
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📍「歐洲新聞台」(Euronews)在相關報道中的標題就用到了Rest assured,標題:Rest assured: Playing video games is unlikely to impact well-being, study says 放心吧:研究表明,玩電子遊戲不太可能影響健康/幸福感。
The research, published in the journal Royal Society Open Science, found no 『causal link』 between gaming and poor mental health – whatever sort of games are being played. But Professor Andrew K. Przybylski, OII Senior Research Fellow, says the research did show a distinct difference in the experience of gamers who play 『because they want to』 and those who play 『because they feel they have to』.
發表在《皇家學會開放科學》(Royal Society Open Science)期刊上的這項研究發現,無論玩什麼遊戲,遊戲和不良心理健康之間都沒有「因果關係」。但是牛津大學互聯網研究院高級研究員安德魯·普日比斯基(Andrew K. Przybylski)教授說,這項研究確實表明了「因為想玩」而玩遊戲的玩家和「因為覺得必須要玩」而玩遊戲的玩家的體驗存在明顯差異。
casual
causal /ˈkɔː.zəl/ relationship/link 表示「因果關係(聯繫等)」,英文解釋為「a relationship, link, etc. between two things in which one causes the other」舉個🌰:
Is there a causal relationship between violence on television and violent behaviour?
電視暴力和暴力行為之間有因果關係嗎?
distinct
distinct /dɪˈstɪŋkt/ 表示「顯著的,明顯的;確實的」,英文解釋為「clearly noticeable; that certainly exists」舉個🌰:
There's a distinct smell of cigarettes in here.
這裡確實有一股煙味兒。
He maintains, 『We found it really does not matter how much gamers played [in terms of their sense of well-being]. It wasn’t the quantity of gaming, but the quality that counted…if they felt they had to play, they felt worse. If they played because they loved it, then the data did not suggest it affected their mental health. It seemed to give them a strong positive feeling.』
他堅持認為,「我們發現玩家玩了多少(就他們的幸福感而言)真的並不重要。重要的不是遊戲的數量,而是質量……如果他們覺得自己必須玩,他們會感覺更糟。如果他們因為喜歡而玩,那麼數據表明這並沒有影響他們的心理健康。這似乎給了他們一種強烈的積極心態。」
quantity
The ground-breaking survey of gamers was the most comprehensive to date, taking in multiple platforms and seven different games, including basic games, such as Animal Crossing: New Horizons, racing simulators such as Gran Turismo Sport and more competitive games, such as Apex Legends and Eve Online.And, says Professor Przybylski, there was no difference in impact on mental health – whether game involved moving to a new town with talking animals, as in Animal Crossing, or taking part in a battle royal-style game, such as Apex Legends.
這項開創性的玩家調查是迄今為止最全面的,涉及多個平台七種不同的遊戲,包括初級遊戲,如《集合啦!動物森友會》(Animal Crossing: New Horizons),模擬賽車遊戲,如《跑車浪漫旅:競速》(Gran Turismo Sport),以及更具競技性的遊戲,如《Apex英雄》和《星戰前夜:晨曦》(Eve Online)。普日比斯基教授說,無論遊戲是像動森那樣帶着會說話的動物搬到一個新城鎮,還是像《Apex英雄》那樣參加皇家風格的戰鬥遊戲,對心理健康的影響都沒有區別。
ground-breaking
ground-breaking可以解釋為「開闢新天地的,獨創的,開拓性的,里程碑性的」,英文解釋為「You use groundbreaking to describe things which you think are significant because they provide new and positive ideas, and influence the way people think about things.」 如:groundbreaking research 開拓性的研究。
Players own their gaming data, which is accumulated by the platforms, and nearly 40,000 people gave permission for it to be used for this research. Previous studies have often involved players keeping diaries of their reactions to gaming. The access to real-time gaming data gave only a tantalising insight into the impact of gaming, though, says Professor Przybylski. And, although the OII has made the data available to other academics, it is a drop in the ocean in terms of possible available data and only offers limited access.
accumulate
permission
permission /pəˈmɪʃ.ən/ 表示「允許,許可,准許」,英文解釋為「If someone is given permission to do something, they are allowed to do it.」舉個🌰:
You will need permission from your parents to go on the trip.
tantalise
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insight
表示「洞察力;深刻見解」,英文解釋為「(the ability to have) a clear, deep, and sometimes sudden understanding of a complicated problem or situation」舉個🌰:
It was an interesting book, full of fascinating insights into human relationships.
這是一本有趣的書,充滿了對人際關係獨到的見解。
a drop in the ocean
表示「滄海一粟;杯水車薪」,英文解釋為「a very small amount compared to the amount needed」
Professor Przybylski explains, 『About one billion people are playing video games worldwide. There are 3,000 games on the Nintendo platform alone. People play multiple games - and we were able to access information about 39,000 people playing just seven popular games.』
普日比斯基教授解釋說,「全世界大約有10億人在玩電子遊戲。僅任天堂平台上就有3000款遊戲。人們玩各種遊戲——而我們只能夠獲得大約39,000人、玩七種流行遊戲的信息。」
In order to answer the questions that parents, such as he, want answered, Professor Przybylski says, 『We need to collect large representative samples and we need to do it at the platform level. Looking at just seven games, is like looking at seven foodstuffs – when you know Tesco's and the other supermarkets, sell thousands of different foods and shoppers fill diverse trollies』
為了回答像他這樣的父母想知道答案的問題,普日比斯基教授說,「我們需要收集大量有代表性的樣本,我們需要在平台層面上這樣做。只看七種遊戲,就像當你知道特易購等其他超市,銷售着數千種不同的食物,購物者裝滿不同的推車時,就看七種食物。」
foodstuff
foodstuff /ˈfuːd.stʌf/ 表示「食物;食品(原料)」,英文解釋為「any substance that is used as food or to make food」舉個🌰:
They lack basic foodstuffs, such as bread and milk.
他們缺乏麵包和牛奶這樣的基本食品。
trolley
trolley /ˈtrɒl.i/ 複數trolleys 或 trollies,表示「(裝有兩個或四個輪子、運送大件或重物的)手推車」,英文解釋為「a small vehicle with two or four wheels that you push or pull to transport large or heavy objects on」如:a shopping trolley 購物車。
Professor Przybylski has grown up playing games himself and, he says, such research is essential to understanding the real impact of gaming on the individual.Although today’s research suggests gaming may only be a negative influence only for those who feel compelled to game, rather than all users, there is much more to be learned.
普日比斯基教授自己也是玩遊戲長大的。他說,這樣的研究對於理解遊戲對個人的真正影響至關重要。儘管今天的研究表明,遊戲可能只對那些覺得必須要玩遊戲的人產生負面影響,而不是對所有人,但還有很多東西需要了解。
essential
compelled
compelled /kəmˈpeld/ 表示「被迫地,不得不地」,英文解釋為「having to do something, because you are forced to or feel it is necessary」舉個🌰:
He felt compelled to report the incident.
他覺得必須報道這件事。
『These are just the first steps into the world of understanding how gaming fits into gamers』 lives,』 he says.『And it seems that why you are playing is the key factor. This is an exciting study, but there is a lot of work still to do.』
他說,這只是了解遊戲如何融入玩家生活的第一步。似乎你為什麼玩遊戲是關鍵因素。這是一項令人興奮的研究,但仍有許多工作要做。'
But months of negotiations with the gaming platforms, about the use of the data, preceded the research, followed by months of analysis. Analysing the data itself was the easy bit, says Professor Przybylski.The Sony, Microsoft, and Nintendo platforms have complex relationships with hundreds of game developers and it is tricky to get everyone to agree that independent and rigorous science is in their players』 best interests. But, Professor Przybylski points out, the data belongs to the gamers – not to the platforms and not to the game developers, 『Gamers have the legal right to donate their data…it would be an amazing step forward if we collected data at the platform level.』
但在研究之前,他們與遊戲平台就數據的使用進行了數月的談判,隨後進行了數月的分析。普日比斯基教授說,分析數據本身很容易。索尼、微軟和任天堂平台與數百家遊戲開發商有着複雜的關係,,要讓每個人都同意獨立和嚴格的科學符合其玩家的最大利益是很棘手的。但是,普日比斯基教授指出,數據屬於遊戲玩家——不屬於平台,也不屬於遊戲開發商,「遊戲玩家有法律權利捐贈他們的數據……如果我們在平台層面收集數據,那將是一大驚人的進步。」
precede
rigorous
他補充道,「玩家想知道遊戲有什麼影響。科學家想知道。父母想知道。政府想知道。我想知道……信息就在那裡。這些數據需要公開,需要易於分享。」
Professor Przybylski concludes, 『If the big gaming platforms care about their players』 well-being, they need to empower players and scientists to learn about how their products influence us, for good or ill.'
普日比斯基教授總結道,「如果大型遊戲平台關心玩家的福祉,無論好壞,他們需要讓玩家和科學家了解他們的產品是如何影響我們的。」
empower
empower /ɪmˈpaʊər/ 表示「給(某人)做…的權力;授權;使自主」,英文解釋為「to give someone official authority or the freedom to do something」舉個🌰:
This amendment empowers the president to declare an emergency for a wide range of reasons.
這一修正案授權總統可在一系列情形下宣布進入緊急狀態。
- 今日盤點 -
tremble
rest easy
casual
distinct
quantity
ground-breaking
accumulate
permission
tantalise
insight
a drop in the ocean
foodstuff
trolley
essential
compelled
precede
rigorous
empower
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