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1.
A few study examined the impact of value and aspects of behavioral intention in virtual environment. The aim of this study is to examine the impact of emotional value (VE), social value (VS), price-value for money (VP), performance-quality value (VQ) and repurchase intention (RI), willingness to pay a premium price (WTP) and word of mouth (WOM) among massively multiplayer online role-playing games (MMORPGs). A total of 228 valid questionnaires were collected from cybercafé customers in Klang Valley-Malaysia. Structural equation modeling (SEM) was employed using partial least squares (PLS) analysis to assess measurement and structural model for reflective construct. Our result reveals that there is a positive relationship between VP and RI, VQ and RI while there is no positive relationship between VE and RI, VS and RI. VE, VP and VQ value positively impact WOM but VS does not. VE and VP have positive while VQ and VS did not explain WTP. This study contributes to literature on the new phenomena of online game and is considered as few studies in examining value in Second Life setting. The practical and social implications of study are discussed along with research limitation and implication.  相似文献   

2.
The aim of this study was to investigate the process of identity formation in adolescent and emerging adult regular players of massively multiplayer online role-playing games. Moreover, considering the association between involvement in these games and addiction, we took into account also the role of internet addiction. A total of 176 regular players and 239 controls, not playing massively multiplayer online role-playing games, aged between 15 and 30 years completed: the Utrecht-management of identity commitments scale, evaluating three identity processes, i.e. commitment, in-depth exploration and reconsideration of commitment; and the dependence subscale from the use abuse and dependence on internet questionnaire, in order to evaluate internet addiction. A multivariate analysis of variance evidenced that controls were higher on commitment and in-depth exploration, whereas players were higher on reconsideration of commitment and internet addiction. A structural equation model in which the three identity processes affected simultaneously internet addiction and regular involvement in massively multiplayer online role-playing games showed that reconsideration of commitment was positively associated with internet addiction and the probability to be a player, whereas in-depth exploration was negatively associated only with the probability to be a player. Being a regular player of massively multiplayer online role-playing games seems to be associated with a troubled path in the process of identity formation.  相似文献   

3.
The present study investigated the relationships between the structural video game characteristics (e.g. social, presentation and punishment features), video game engagement components (e.g. flow, immersion and psychological absorption) and general happiness among an international sample of individuals who play video games. Online questionnaires were completed by 207 participants who simultaneously had their favourite or most played video game in mind while completing the questionnaires. The results indicated that flow was significantly predicted when individuals rated punishment (e.g. lose a life, restart a level) and presentation (e.g. audio and graphics) characteristics as present and important. A negative and weak relationship was found between general happiness and flow. It was concluded that the punishment and presentation features aid in the facilitation of a flow experience, as the punishment gaming aspects may contribute to the task difficulty and degree of effort required to achieve a flow state, when playing video games.  相似文献   

4.
This study integrates research on problematic Internet use to explore the cognitive and psychological predictors of negative consequences associated with playing massively multiplayer online games (MMOGs). Participants recruited from online discussion boards completed self-report measures on their online game-related cognitions and psychological condition, social skills, psychological well-being, and negative life outcomes associated with game playing. The results demonstrated the important roles that psychological dependency and deficient self-regulation play in negative consequences associated with online gaming. The results also indicated that psychological dependency on MMOGs was predicted by cognitive preference for a virtual life—a construct that is negatively related to social control skills.  相似文献   

5.
Massively multiple online role-playing games (MMORPGs) are very popular among students. Educational MMORPGs, however, are very rare, as are studies on gamers’ behavioral patterns during such games. The current study is an empirical observation and analysis of the behavioral patterns of 100 gamers participating in an educational MMORPG called Talking Island©. In our study, we recorded and summarized the gaming behaviors demonstrated by these participants over 335 days of observation from December 2009 to October 2010. We coded the recorded behaviors and conducted a frequency analysis, sequential analysis and cluster analysis to explore the behavioral distributions, behavioral-frequency transition and behavior-cluster patterns in the MMORPG. Gender differences in behavioral patterns were also compared and discussed. Based on the results, we discuss the potential and limitations of the game and provide suggestions for future research on and the development of educational MMORPGs.  相似文献   

6.
The theory of Bounded Generalized Reciprocity was examined to help explain why cooperative video game play can increase players’ subsequent pro-social behaviors. Participants played a basketball video game with a helpful or unhelpful teammate against an ostensible opposing team. Participants in the control condition did not play a video game with their teammate. Participants then engaged in a one-shot simultaneous or sequential prisoner’s dilemma game with their teammate and an opposing team member. In line with Bounded Generalized Reciprocity, donations to teammates were influenced by expectations of others to reciprocate pro-social behaviors. Specifically, playing with a helpful teammate confirmed expectations of in-group members to reciprocate pro-social behaviors and led to increases in pro-social behaviors between teammates. Playing with an unhelpful teammate disconfirmed expectations of in-group members to reciprocate pro-social behaviors and led to decreases in pro-social behaviors between teammates. Interestingly, playing with a helpful teammate increased participants’ donation to out-group members even though participants did not expect them to reciprocate. The current study emphasizes the importance of pro-social reciprocity expectations in predicting people’s pro-social behaviors and the impact cooperative video game play can have on such expectations.  相似文献   

7.
This study considered whether the distinction between core and peripheral criteria for behavioral addiction, previously drawn with respect to computing activities in general, applies in the specific area of Massively Multiplayer Online Game playing. Questionnaire items were administered over the Internet to 442 game players. Factor-analysis of the data supported the previous findings for computing in general. An addiction factor loaded on items tapping previously identified core criteria (conflict, withdrawal symptoms, relapse and reinstatement and behavioral salience) and a (non-pathological) engagement factor loaded on items tapping previously identified peripheral criteria (cognitive salience, tolerance and euphoria). Analysis of response frequencies supported the existence of a developmental process whereby peripheral criteria are met before core criteria. Players who might be considered addicted using a monothetic classification system involving only the core criteria were shown to spend a significantly greater amount of time playing per week than those endorsing only the peripheral criteria. It is concluded that the study supports the idea that it is inappropriate to use some of the previously used criteria for addiction when researching or diagnosing computer-related addictions. Implications of the present findings for Internet-mediated data collection methodologies are also discussed.  相似文献   

8.
Learners in the higher education context who engage with computer-based gamified learning systems often experience the novelty effect: a pattern of high activity during the gamified system's introduction followed by a drop in activity a few weeks later, once its novelty has worn off. We applied a two-tiered motivational, online gamified learning system over 2 years to a total number of 333 students. In a mixed methods research design, we used 3-year worth of longitudinal data (333 students for the treatment group and 175 in the control group) to assess students' engagement and performance in that period. Quantitative results established that students engaged and performed better in the gamified condition vis-à-vis the nongamified. Furthermore, students exhibited higher levels of engagement in the second year compared with the first year of the gamified condition. Our qualitative data suggest that students in the second year of the gamified delivery exhibited sustained engagement, overcoming the novelty effect. Thus, our main contribution is in suggesting ways of making the engagement meaningful and useful for the students, thus sustaining their engagement with computer-based gamified learning systems and overcoming the novelty effect.  相似文献   

9.
The present research tests the idea that playing a team-player video game in which players work together as teammates and assist each other in achieving a common goal ameliorates the negative effects of violent video game play on cooperative behavior. In fact, two studies revealed that, relative to a single-player mode, playing a cooperative team-player violent video game increased cooperation in a decision dilemma task. Importantly, cooperative behavior generalized across targets in that the decision dilemma was played with a partner who was not the video game play partner. Mediation analyses revealed that cooperative team-play promoted feelings of cohesion, which activated trust norms, which in turn increased cooperative behavior.  相似文献   

10.
Sex role stereotyping by players in first-person shooter games and other online gaming environments may encourage a social environment that marginalizes and alienates female players. Consistent with the social identity model of deindividuation effects (SIDE), the anonymity of online games may engender endorsement of group-consistent attitudes and amplification of social stereotyping, such as the adherence to gender norms predicted by expectations states theory. A 2 × 3 × 2 virtual field experiment (N = 520) in an online first-person shooter video game examined effects of a confederate players’ sex, communication style, and skill on players’ compliance with subsequent online friend requests. We found support for the hypothesis that, in general, women would gain more compliance with friend requests than men. We also found support for the hypothesis that women making positive utterances would gain more compliance with friend requests than women making negative utterances, whereas men making negative utterances would gain more compliance with friend requests than men making positive utterances. The hypothesis that player skill (i.e., game scores) would predict compliance with friend requests was not supported. Implications for male and female game players and computer-mediated communication in online gaming environments are discussed.  相似文献   

11.
This paper examines social behavior in the online video game World of Warcraft. Specifically focusing on one element of social design: the behavior of players in the first release of Looking-for-Raid (LFR) loot system of World of Warcraft. It uses lens of economic game theory, combined with Williams (2010) mapping principle and a modern theoretical account of human decision-making, to explore how theory about individual interactions in well-defined contexts (games) can explain collective behavior. It provides some support for this theoretical approach with an examination of data collected as part of an ethnographic study, through focus groups, and a survey distributed to 333 World of Warcraft players. It concludes with a discussion of the results and some guidelines for predicting collective outcomes in certain types of online games using the introduced framework.  相似文献   

12.
While much research on video games has focused on aggressive outcomes, the extant research has not come to consensus on the role of other factors, notably enjoyment, frustration and individual differences amongst players, in mediating the link between violent game play and aggression. This experimental design uses a mental models approach to examine game features (e.g., controller naturalness), player characteristics (e.g., first person shooter experience, sex, degree of competitiveness) and the game play experience (e.g., perceived game realism, immersion, game failure, frustration and enjoyment) to explain aggressive outcomes. Results from a revised path model suggest perceived realism, immersion, and experience with other first person shooters all positively predicted enjoyment while frustration negatively predicted game enjoyment. Frustration and enjoyment both predicted state aggression. The findings of this study support the application of mental models as a theoretical approach to unify thinking about violent games, contextual features of violent games, individual difference variables and differences in player perceptions and game experiences with regards to outcome aggression. Results are discussed in terms of the model matching hypothesis and implications for the comprehensive study of violent game play, including the importance of enjoyment and frustration, are also discussed.  相似文献   

13.
A model of online reading engagement is outlined. This model proposes that online reading engagement predicts dedication in digital reading. Dedication in digital reading according to the model is reflected in task-adaptive navigation, and task-adaptive navigation predicts digital reading performance over and above print reading skill. Information engagement is assumed to positively predict task-adaptive navigation, while social engagement is assumed to negatively predict task-adaptive navigation. These hypotheses were tested using OECD PISA 2009 Digital Reading Assessment data from 17 countries and economies (N = 29,395). Individual task responses served as the primary unit of analysis. Linear mixed models were used to predict navigation behavior from the interaction of information and social online reading engagement with navigation demands. High information engagement was associated with more task-adaptive navigation behavior, as shown by significant positive interactions between information engagement and tasks’ navigation demands. In contrast, high social engagement was associated with less adaptive navigation behavior, as shown by negative interactions between social engagement and navigation demands. Generalized linear mixed models were used to predict task performance by the interaction of navigation demands and navigation behavior. Adaptive navigation behavior predicted digital reading task performance, as shown by significant interactions between navigation behavior and navigation demands. These results are in support of the proposed model of online reading engagement.  相似文献   

14.
The present study investigated the potential of serious games for the acquisition of complex cognitive skills by assessing learners’ mental model development, operationalized as an increase in Mental Model Accuracy (MMA). Furthermore, we assessed behavioral engagement and self-monitoring as two specific engagement types within the gameplay process and analyzed their impact on mental model development. German undergraduate students (N = 97) played a serious game developed to foster practical money skills. We obtained pre- and post-gaming measures of MMA to analyze the development of mental models by applying a structural assessment method. Unobtrusive measures of behavioral engagement and self-monitoring were obtained by computerized collection of participants’ in-game activities. Although we did not find a significant increase in overall MMA through playing, the degree of self-monitoring had a significant and positive effect on post-gaming MMA, even beyond the effect of initial MMA. Behavioral engagement had no impact on mental model development; however, it was positively related to self-monitoring behavior. The results are discussed in light of findings from research on self-regulated learning and controversial notions regarding the effect of behavioral engagement in serious games. In addition to insights into gameplay processes that affect mental model development through serious games, the present study also has practical implications in stressing the importance for game designers to provide learners with the opportunity to engage in self-monitoring behavior while playing a serious game.  相似文献   

15.
Sexism toward women in online video game environments has become a pervasive and divisive issue in the gaming community. In this study, we sought to determine what personality traits, demographic variables, and levels of game play predicted sexist attitudes towards women who play video games. Male and female participants (N = 301) who were players of networked video games were invited to participate in an anonymous online survey. Social dominance orientation and conformity to some types of masculine norms (desire for power over women and the need for heterosexual self-presentation) predicted higher scores on the Video Game Sexism Scale (i.e., greater sexist beliefs about women and gaming). Implications for the social gaming environment and female gamers are discussed.  相似文献   

16.
Video game goals are important features of video games. Player’s interaction with goals can not only shape the gaming experience by evoking cognitive and affective reactions in players, but also lead to learning outcomes. However, there are few empirical studies on the effects of interacting with game goals, and no previous research has manipulated goal setting. In two experimental studies, participants were randomly assigned to one of the following five conditions: self-set goal repetitive play, assigned goal repetitive play, no-set goal repetitive play, no-set goal single play, and no play. Results show that playing earthquake preparedness video games generates significant learning outcomes; playing repeatedly with self-set goals yields greater learning compared to playing once with no-set goals or not playing; and cognitive reactions mediates the relation between goal interaction and learning. Implications of the results for the design and evaluation of future video games for learning are explored.  相似文献   

17.
18.
ABSTRACT

This article analyses the development of collaborative skills through nine tools for information and communication technologies (ICT)-supported pedagogical practices, which are used in online universities. Using survey data for 930 online students at the Open University of Catalonia and partial least squares path modelling estimation techniques, three main findings emerged from the study. First, collaborative skills are directly explained by gamification and the use of mixed reality and social media in a socio-technical online learning context. Second, other tools for ICT-supported pedagogical practices (media content, wikis, open educational resources, personal webpages, personal cloud, and sharing files with fellow students and lecturers on the cloud) are not significant on collaborative skills development, when compared to use of games, mixed reality, and social media. Third, the analysis of indirect effects suggests that all four socio-technical factors (ICT, learning tasks, students, and organisation) existing in online university play a decisive, positive and significant role in collaborative skills development. Finally, these results are shown in science, technology, engineering, and mathematics (STEM) and non-STEM studies. Thus, gamification, mixed reality, and sharing files are significant ICT-supported pedagogical practices in STEM studies. On the other hand, gamification is the only significant tool in non-STEM studies. Results are very useful for new approaches to design a framework for learning-team effectiveness in computer-supported collaborative learning.  相似文献   

19.
This research explores the educational impact of an online study aid-game for studying human vascular anatomy (n = 24) versus a similar non-game study aid (n = 22) and how it relates to medical students' demographic traits and voluntary use over a 35-day period. Hierarchical linear regression models revealed that study aid success rate (a metric for assessing performance through the study aids) was a significant predictor of anatomy test improvement with the game (β = 0.41, p = 0.05), but not for the non-game (β = 0.14, p = 0.56). Our analyses suggest that game mechanics encouraged more specific problem-solving strategies than did the control study aid, leading to greater predictability of learning outcomes. There was a non-significant trend among game treatment participants, who were more likely to complete study tasks than those assigned to the control treatment (p = 0.11). It would appear that students' studying habits had the greatest influence (though opposite in both tools) on level of engagement in study aid use. However, contrary to expectations, self-reported gaming habits did not impact participation. Overall, these findings support the integration of game design into undergraduate study aids as a means of increasing use of supplementary educational tools and assessing knowledge.  相似文献   

20.
The virtual item auctioning system (VIAS) has economic potential as millions of online players trade their virtual items in an auction‐based environment. However, little empirical research has been conducted about understanding the factors affecting the decision to use the VIAS in online games. To address this gap, the current study uses the technology acceptance model (TAM) to explore the effects of extrinsic motivation‐perceived usefulness, intrinsic motivation‐flow, and trust on the decision to use the VIAS in online games. Three hundred and twenty‐eight surveys were gathered from the users of VIAS in online games. The research model was tested with the structural equation modeling technique, using AMOS 20. The results showed that intrinsic motivation is more important than extrinsic motivation in explaining the use of the VIAS. Furthermore, trust is a strong predictor of both intrinsic and extrinsic motivation. We conclude the study with the discussion of the findings, managerial implications, and suggestions for future research. © 2016 Wiley Periodicals, Inc.  相似文献   

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