Papers

The functions and the significance of online games in COVID-19 prevention and control: An empirical analysis of online interactive data during the epidemic period

  • QIAN Xuesheng ,
  • HU Anan ,
  • DAI Weihui ,
  • LING Hong
Expand
  • 1. Smart City Research Center, Fudan University, Shanghai 200433, China;
    2. School of Management, Fudan University, Shanghai 200433, China;
    3. Macau Institute of System Engineering, Macau University of Science and Technology, Macau 999078, China;
    4. Department of Tourism, Fudan University, Shanghai 200433, China

Received date: 2020-08-24

  Revised date: 2021-05-07

  Online published: 2021-09-07

Abstract

Based on the parallel system theory and the CPP multi-space intelligent analysis theory, this paper discusses the relationship among the network virtual space,the real physical space and the social-psychological space, to find a way to build a big data analysis framework for the epidemic prevention and control, by using the mass real-time interaction data to carry out an empirical analysis from three aspects:the prediction of COVID-19, the feed back of the work resumption, and the influences on the public awareness of COVID-19. It is found that the interactive data of the online games can be used to predict the outbreak and the evolution of the epidemics to a certain extent, to accurately restore the status of work resumption, and to effectively improve the public awareness of the epidemics. As an important analysis tool, the online game interactive data can effectively fill the "blind area" and break the limitations of the traditional network big data tools in the epidemic prevention and control, enrich the epidemic prevention and control response mechanism, and play a positive role in building a more comprehensive social management system.

Cite this article

QIAN Xuesheng , HU Anan , DAI Weihui , LING Hong . The functions and the significance of online games in COVID-19 prevention and control: An empirical analysis of online interactive data during the epidemic period[J]. Science & Technology Review, 2021 , 39(14) : 129 -143 . DOI: 10.3981/j.issn.1000-7857.2021.14.013

References

[1] 中国互联网络信息中心. 第46次中国互联网络发展状况统计报告[R]. 北京:中国互联网络信息中心, 2020.
[2] Granic I, Lobel A, Engels R. The benefits of playing video games[J]. American Psychologist, 2014, 69(1):66-78.
[3] van Dijk J. De netwerkmaatschappij Sociale aspecten van nieuwe media[M]. Houten:Bohn Stafleu Van Loghum, 1991.
[4] Castells M. The information age:The rise of the network society[M]. New York:Wiley-Blackwell, 1996:469.
[5] Volkmer I. The global network society and the global public sphere[J]. Development, 2003, 46(1):9-16.
[6] 刘少杰. 中国网络社会的发展历程与时空扩展[J]. 江苏社会科学, 2018(6):19-32.
[7] 朱海龙, 彭鑫. 网络社会人际关系嬗变对政府行动的影响——以扩散性动员为视角[J]. 湖南师范大学社会科学学报, 2013(6):76-82.
[8] 何哲. 网络社会时代的政府组织结构变革[J]. 甘肃行政学院学报, 2015(3):18-28.
[9] 李一. 网络社会化:网络社会治理的"前置要素"[J]. 浙江社会科学, 2019(9):81-87.
[10] 翟绍果, 刘入铭. 风险叠变、社会重构与韧性治理:网络社会的治理生态、行动困境与治理变革[J]. 西北大学学报(哲学社会科学版), 2020, 50(2):160-168.
[11] 王建民. 转型期中国网络社会治理:内涵与主要议题[J]. 科学社会主义, 2017(2):103-108.
[12] 彭小兵, 喻嘉. 环境群体性事件的政策网络分析——以江苏启东事件为例[J]. 国家行政学院学报, 2017(3):108-113.
[13] 欧阳果华. 治理网络谣言:政府与网络社团的合作模式探析[J]. 中国行政管理, 2018, 394(4):86-92.
[14] 张天民, 艾晋, 韩沛锟. 风险社会治理下网络理性参与机制构建[J]. 现代管理科学, 2017(2):64-66.
[15] 龚振黔, 龚婷. 哲学视域下的网络社会治理探析[J]. 思想战线, 2020, 46(2):101-108.
[16] 吴青熹. 网络公共领域发展与新型政社关系建构[J]. 南京师大学报(社会科学版), 2017(6):33-40.
[17] 周心捷, 马建文. 公共安全与大数据视域下社会治理组织架构的特征[J]. 武汉理工大学学报(社会科学版), 2020, 33(1):22-28.
[18] 冯芷艳, 郭迅华, 曾大军, 等. 大数据背景下商务管理研究若干前沿课题[J]. 管理科学学报, 2013, 16(1):1-9.
[19] Ginsberg J, Mohebbi M H, Patel R S, et al. Detecting influenza epidemics using search engine query data[J]. Nature, 2009, 457(7232):1012-1014.
[20] Santillana M, Nguyen A T, Dredze M, et al. Combining search, social media, and traditional data sources to improve influenza surveillance[J]. PLoS Computer Biology, 2015, 11(10):e1004513.
[21] Lu F S, Hou S, Baltrusaitis K, et al. Accurate influenza monitoring and forecasting using novel internet data streams:A case study in the Boston metropolis[J]. JMIR Public Health Surveill, 2018, 4(1):4.
[22] Yan S J, Chughtai A A, Macintyre C R. Utility and potential of rapid epidemic intelligence from internetbased sources[J]. International Journal of Infectious Diseases, 2017, 63:77-87.
[23] Li C, Chen L, Chen X, et al. Retrospective analysis of the possibility of predicting the COVID-19 outbreak from Internet searches and social media data, China, 2020[J]. Eurosurveill, 2020, 25(10):2000199.
[24] Riehm K E, Holingue C, Kalb L G, et al. Associations between media exposure and mental distress among U.S. adults at the beginning of the COVID-19 pandemic[J]. American Journal of Preventive Medicine, 202059(5):630-638.
[25] 贾建民, 耿维, 徐戈, 等. 大数据行为研究趋势:一个"时空关" 的视角[J]. 管理世界, 2020(2):106-116.
[26] 马春庆, 赵燕."网络群体性事件" 的界定及防治策略[J]. 东岳论丛, 2017, 38(8):188-192.
[27] 朱力. 在疫情防控中提升社会治理能力[J]. 人民论坛, 2020(Z1):94-96.
[28] 郑建君. 大数据背景下的社会心理建设[J]. 哈尔滨工业大学学报(社会科学版), 2019, 21(4):8-13.
[29] 王飞跃. 关于复杂系统研究的计算理论与方法[J]. 中国基础科学, 2004(5):5-12.
[30] 戴伟辉. 非常规突发事件中信息分类、信息传播与认知模型研究[R]. 北京:国家自然科学基金重大研究计划培育项目研究报告(No. 91324010), 2015.
[31] Dai W, Wang J, Xue C, et al. Smart learning for cyber psychosocial and physical computation[C]. IEEE international conference on progress in informatics and computing, 2018, 69(1):66-78.
[32] 温建敏, 李钢. 将"新冠" 肺炎确诊时间缩短至22小时[N]. 荆州日报, 2020-02-27(2).
[33] "新冠" 肺炎疫情防控指挥部. 关于武汉市"新冠" 肺炎确诊病例数确诊病例死亡数订正情况的通报[R]. 武汉:"新冠" 肺炎疫情防控指挥部, 2020.
[34] Game Industry. What is happening with video game sales during coronavirus[EB/OL]. (2020-03-31)[2020-08-20]. https://www.gamesindustry.biz/articles/2020-03-28-what-is-happening-with-video-game-sales-duringcoronavirus.
[35] Li J, Xu Q, Cuomo R, et al. Data mining and content analysis of the chinese social media platform weibo during the early COVID-19 outbreak:Retrospective observational infoveillance study[J]. JMIR Public Health Surveill. 2020, 6(2):e18700.
[36] 刘佳燕. 关系·网络·邻里——城市社区社会网络研究评述与展望[J]. 城市规划, 2014(2):91-96.
[37] 张华. 网络社群的崛起及其社会治理意义[J]. 编辑之友, 2017(5):50-54.
[38] 朱海龙, 唐辰明. 从科层化到网络化:重大疫情背景下社会治理模式创新[J]. 贵州社会科学, 2020(2):17-21.
[39] 郑伟彬. 大数据告诉你, 中国哪些城市已经满血复活[N]. 新京报, 2020-030-30(1).
[40] 上海市交通委交通指挥中心. 上海市交通情况报告[R]. 上海:上海市交通委交通指挥中心, 2020.
[41] 席居哲, 佘壮, 鞠康, 等. 新冠肺炎疫情风险感知量表的编制和效度验证[J]. 首都师范大学学报(社会科学版), 2020(4):131-141.
[42] UN. UN leads call to protect most vulnerable from mental health crisis during and after COVID-19[EB/OL]. (2020-05-30)[2020-08-20]. https://news.un.org/en/story/2020/05/1063882.
[43] 安东尼奥·古特雷斯. 精神卫生服务是应对冠状病毒的所有政府举措的重要组成部分[EB/OL]. (2020-05-01)[2020-08-20]. https://www.un.org/zh/coronavirus/mentalhealth-services-are-essential-part-all-government-responses-covid-19.
[44] Wu Y, Kosinski M, Stillwell D. Computer-based personality judgments are more accurate than those made by humans[J]. PNAS, 2015, 112(4):1036-1040.
[45] 陈安, 李玟玟, 韩玮. 微信朋友圈视角下新冠肺炎疫情风险传播特性分析[J]. 科技导报, 2020, 38(6):120-129.
[46] 胡瑜, 孔克勤, 黄和林, 等. 弈棋风格与人格的关系:第十一届全国心理学学术会议论文摘要集[C]. 北京:中国心理学会, 2007.
[47] Kato P M, Cole S W, Bradlyn A S, et al. A video game improves behavioral outcomes in adolescents and young adults with cancer:A randomized trial[J]. Pediatrics, 2008, 122(2):305-317.
[48] Simone K, Fabrice B, Thies L, et al. Fighting depression:Action video game play may reduce rumination and increase subjective and objective cognition in depressed patients[J]. Frontiers in Psychology, 2018, 9:129-139.
[49] Fleming T, Dixon R, Frampton C, et al. A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education[J]. Behavioural & Cognitive Psychotherapy, 2012, 40(5):529-541.
[50] Iyadurai L, Blackwell S E, Meiser-Stedman R, et al. Preventing intrusive memories after trauma via a brief intervention involving Tetris computer game play in the emergency department:A proof-of-concept randomized controlled trial[J]. Molecular Psychiatry, 2017, 23(3):674-682.
[51] Kurniawan I T, Guitart-Masip M, Dolan R J. Dopamine and effort-based decision making[J]. Frontiers in neuroscience, 2011, 5:81.
[52] Suppan M, Gartner B, Golay E, et al. Teaching adequate prehospital use of personal protective equipment during the COVID-19 pandemic:Development of a gamified elearning module[J]. JMIR Serious Games, 2020, 8(2), e20173.
[53] Laato S, Islam A K M N, Laine T H. Did location-based games motivate players to socialize during COVID-19[J]. Telematics and Informatics, 2020, 54:101458.
[54] Samuel H, Scott B. Online neuroanatomy education and its role during the coronavirus disease 2019(COVID-19) lockdown[J]. World Neurosurgery, 2020, 139:628.
[55] O'Connell A, Tomaselli P J, Stobart-Gallagher M. Effective use of virtual gamification during COVID-19 to deliver the OB-GYN core curriculum in an emergency medicine resident conference[J]. Cureus, 2020, 12(6):e8397.
Outlines

/