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視頻游戲對大學生有何影響(下)

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After the arrival of Genshin Impact, the average student arrived at their study hall 18 minutes later and returned to the dorm 25 minutes earlier, according to the data from their phones.

根據手機數據,在《原神》發布后,學生到達自習室的平均時間晚了18分鐘,回到宿舍的平均時間早了25分鐘。

Those treasure chests were not going to open themselves.

游戲里的寶箱可不會自己打開。

Gaming can be a way to retreat from the people around you.

游戲可以是一種逃避周圍人的方式。

Yet the scholars show that app use is social.

然而學者們表明,應用程序的使用是社交性的。

Extroverted students use games more than their less outgoing peers.

外向的學生比不那么外向的同齡人更多地使用游戲。

Students who report more game-time also report better relationships with roommates.

自己報告的游戲時間越多的學生與室友的關系也越好。

Phone habits spread.

手機使用習慣有傳播性。

A student’s use of apps is correlated with their roommates’ use, and this correlation seems to reflect causation.

學生對應用程序的使用與其室友的使用相關,而且這種相關性似乎反映了因果關系。

How else to explain why a student’s use of apps in college correlates with even their roommates’ pre-college use?

否則怎么解釋為什么一個學生在大學使用應用程序的情況,甚至與他們室友在大學之前的使用情況相關呢?

One difficulty in capturing the effects of phone habits is reverse causality: students doing badly at school may seek escapist comfort.

在捕捉手機使用習慣產生的影響時,一個困難之處是反向因果關系:在學校表現不佳的學生可能會逃避現實、尋求安慰。

In addition, an independent source of stress, such as homesickness or loneliness, might simultaneously hurt a student’s grades and glue them to their phone, without the phone itself harming their grades.

此外,一個獨立的壓力源,比如思鄉或孤獨,可能既影響學生的成績,同時又使他們粘在手機上,而手機本身并沒有影響他們的成績。

The researchers therefore exploit two factors that affected phone use but not grades.

研究人員因此利用了兩個影響手機使用但不影響成績的因素。

One was the appearance of Genshin Impact.

一個是《原神》的出現。

The other was the government’s curbs on gaming.

另一個是政府對游戲的限制。

These limits affected only a few of the students directly: 92% of them were already 18 when the rules began.

這些限制僅直接影響了少數學生:在規定開始實施時,92%的學生已經18歲了。

But the regulation did affect their underage friends.

但是規定確實影響了他們的未成年朋友。

And since gaming is contagious, a reduction in their friends’ usage curtailed their own.

而且由于游戲具有傳染性,朋友的使用量減少也限制了他們自己的使用。

The findings are best conveyed by imagining two nearly identical students, one of whom spends twice as much time gaming as the other.

要傳達這些研究發現,最好的辦法是想象兩個幾乎完全相同的學生,其中一個學生玩游戲的時間是另一個學生的兩倍。

The gamer’s grades, on a scale from 0 to 100, would be 0.8 points lower.

在0到100分的范圍內,玩游戲的學生的成績會(比另一個學生)低0.8分。

Because averages are clustered in Chinese universities, that would reduce their class ranking by 10 percentile points.

因為在中國大學里平均值都很集中,所以這意味著玩游戲的學生的班級排名會降低10個百分點。

Now imagine two identical students with contrasting roommates: one set spend twice as much time on gaming apps as the other set.

現在想象一下,兩個完全相同的學生有截然不同的室友:一組室友在游戲應用上花費的時間是另一組室友的兩倍。

That would lower a student’s grade average by 0.4 points, partly because it would encourage the student to spend a bit more time gaming as well, reducing their rank by 5 percentile points.

這會使一個學生的平均成績降低0.4分,部分原因是室友玩游戲也會鼓勵這個學生多花一點時間玩游戲,從而使他的排名下降5個百分點。

What if gaming limits were extended to undergraduates?

如果將游戲限制擴展到本科生會怎樣?

The authors estimate it would cut a student’s monthly game time from 12 hours to under eight, partly because friends and roommates would also play less.

作者們估計,這將把學生每月玩游戲的時間從12小時降低到8小時以下,部分原因是朋友和室友也會玩得更少。

The restraint would raise their grades and lift their wages after graduation by 0.9% or 48 yuan ($6.80) a month.

這種限制將使他們的成績提高,并使他們畢業后的工資提高0.9%,即每月48元(6.80美元)。

Games like Genshin Impact, which are free to play, exact a real cost.

像《原神》這樣的免費游戲,其實必定會帶來真正的代價。

For some spiritual opium-eaters, intent on discovering other kinds of treasure, even lost wages may seem a small sacrifice.

對于一些精神鴉片吸食者來說,他們一心想要發現其他類型的寶藏,即使失去工資也可能只是一個小小的犧牲。

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reverse [ri'və:s]

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n. 相反,背面,失敗,倒檔
adj. 反面的

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scale [skeil]

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n. 鱗,刻度,衡量,數值范圍
v. 依比例決

 
correlation [.kɔ:ri'leiʃən]

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n. 相互關系,相關

 
stress [stres]

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v. 強調,著重

 
source [sɔ:s]

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addition [ə'diʃən]

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v. 撤退,向后傾

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