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1.
Two studies were conducted in order to determine the impact computer games had on the cognitive performance. Study 1 evaluated a measure of cognition, which incorporates aspects of short-term working memory, visual attention, mathematical decision making, and auditory perception. Study 2 measured the cognitive performance between those who did not play video games versus those who played either a violent or non-violent video game. Results from Study 1 indicate participants needed approximately four trials to reach asymptotic performance on the cognitive measure. Results of Study 2 showed that participants who did not play any video game did not have a change in their cognitive performance, while those who played either a violent or non-violent video game had an increase in their cognitive performance.  相似文献   

2.
The theory of bounded generalized reciprocity has recently been applied to the study of video games, particularly those that offer cooperative and competitive settings. Emphasizing casual online gameplay, this study investigates how individuals respond to manipulated performance feedback in either a competitive or cooperative game play setting. An interaction between competitive setting and performance feedback was detected on measures of interpersonal liking and perceived competence. Specifically, perceptions of partners and competitors were relatively favorable in the cooperation/success and competition/failure conditions, respectively. On the other hand, participants rated their partners and competitors less favorably during cooperative failure and competitive success, possibly reflecting a unique self-serving bias. The results also suggest that individuals in a cooperative setting experience greater enjoyment than those in a competitive setting. The effectiveness of the two manipulations in this study may also have important implications for the design of serious or educational games, which often have the goal of strategically motivating players in an attempt to promote desired outcomes.  相似文献   

3.
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   

4.
This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes. The most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective and motivational outcomes. The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this area.  相似文献   

5.
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   

6.
Online games represent a burgeoning market sector with growth potential. The distinctive entertainment-oriented features of such games provide experiential motives for users. However, most previous studies have focused on the single dimensional affective motive of online game use. The multi-dimensional affective motivational aspects of entertainment technologies have been relatively neglected. In addition, previous studies report inconsistent relationships between motives and online game usage. To fill these gaps in the literature, the present study proposes five experiential motives such as concentration, enjoyment, escape, epistemic curiosity, and social affiliation as predictors of intention to play online games. External locus of control is also introduced as a moderator in the links between experiential motives and intention. The model was tested with the data from 576 current online game players who answered online survey. Structural equation model analysis confirmed that three experiential motives with the exception of concentration and epistemic curiosity have a positive effect on intention. χ2 difference test confirmed that the coefficients linking experiential motives such as concentration, enjoyment, and escape to intention are higher for people with external locus of control than for people with internal locus of control. Implications are discussed in conclusion.  相似文献   

7.
We investigated whether newly developed virtual 3D environments (VEs) based on a modification of the computer game Quake III Arena® are suitable for psychological experimenting. Internal validity of data collected in VEs may be threatened due to a priori individual differences in general performance in VE navigation and in susceptibility to cybersickness. The main question was whether individual differences in performance can be diminished by means of training. Additionally, the susceptibility of different subsamples to cybersickness when moving within VEs was examined. 85 participants took part in an experiment where they had to fulfill simple tasks in three VEs. Navigation performance was measured as the time participants needed to make their way through the VEs. Differences in navigation performance between different levels of experience were diminished by training, indicating that internal validity can be obtained. A classification tree reveals that game-inexperienced female participants aged over 31 years have the highest risk of experiencing cybersickness. VEs based on modifications of computer games seem to be an extremely promising and inexpensive possibility for the administration of psychological experiments.  相似文献   

8.
This study examines the impact of collective MMORPG play on gamers’ social capital in both the virtual world and the real world. Collective MMORPG play is conceptualized as the frequency of joint gaming actions and gamers’ assessment of the experience in MMORPG guilds and groups. Social capital at the individual level refers to the resources and support provided by bonding and bridging social networks; collective-level social capital refers to people’s civic engagement. A two-wave online survey was conducted to collect data from 232 Chinese MMORPG players.Two structural equation models were developed to test whether collective play influences offline social capital via the mediation of online social capital; the results did not demonstrate the existence of mediation effects. Specifically, collective play positively influences gamers’ online bonding social capital, online bridging social capital and online civic engagement. The effect of collective play on offline bonding and bridging social capital is not significant; the effect of online bonding/bridging social capital on offline bonding/bridging social capital is not significant either. The study finds a significantly positive impact of collective play on offline civic engagement. The effect of online civic engagement on offline civic engagement is not significant. In contrast with collective play, the time of gaming is found to negatively influence online and offline social capital.This study contributes to the knowledge of social capital because it tests the effects of new media on online and offline social capital in the Chinese culture. In addition, this study provides empirical evidence for the positive effects of online games and highlights the social experience in MMORPG play and how it influences gamers’ social networks and collective participation.  相似文献   

9.
伴随着现代科技的不断发展,人们对于计算机网络的依赖性也越来越强,对计算机网络可靠性的要求也就越来越高.我们通过对计算机网络可靠性的概念与设计原则进行探究,提出了提高计算机网络可靠性的一些方法,试图提高计算机网络的可靠性,保障人们的计算机使用效率.  相似文献   

10.
We apply Carroll's model of school learning, which theorizes about the relationship between time and learning, to motivate the design of a large, first‐year, university mathematics course, where students have the choice to attend lectures and/or watch online videos. The theoretical model informs how the course and resources are designed in order to assist students to spend the time they need to master a task in an efficient manner. We examine the relationship between learning and time spent on lectures and/or videos, by analysing data collected on lecture attendance, videos accessed, and mathematical achievement, prior to, and at the end of, the course. Findings show that students use videos as either a complement to, or substitute for, the lecture, and time spent using either or both resources has a significant impact on learning.  相似文献   

11.
The negative impact of online gaming on adolescents has received much attention. The question of how to reduce their pathological use of online gaming is a critical issue. Based on the concept of external justification in dissonance theory, this experimental study aimed to examine whether severity of threat and justification of effort would impact adolescent players’ attitude change toward online gaming and their subjective estimations of online gaming addiction. The results echoed predictions from classic studies in dissonance theory. When participants engaged in attitude–discrepant behavior, i.e., persuading other adolescents that an apparently interesting online game is not fun at all, their attitudes toward online gaming shifted more dramatically to the negative side in the context of a low level of threat rather than a high level of threat. Additionally, the magnitude of attitude change was more prominent when participants exerted more rather than less effort to engage in attitude–discrepant behavior. Moreover, a similar pattern of participants’ evaluations of the likelihood of online gaming addiction was also observed. The findings show that dissonance theory has the potential to be useful for inducing adolescent players to disengage in online gaming.  相似文献   

12.
The computer games industry suffers from high rates of piracy, with many people downloading illegal copies of games. People in the industry are aware of the problem, and the gravity of it has been acknowledged and commented on by many publishers and developers. Yet unlike the Recording Industry Association of America, Motion Picture Association of America, independent movie studios, and other rights holders, computer game developers and publishers have shied away from attempting to sue pirates or otherwise enforce their rights through the legal system. Instead, the industry has looked to a variety of self-help remedies, a fact that has largely not been commented on by legal scholars. This paper examines the successes and pitfalls of these varied non-legal approaches, broadly classifying them into four categories: digital rights management, online-only offerings, making legal easier, and community engagement.  相似文献   

13.
公共机房的管理与维护是保证学校正常教学活动的基础工作.科学的管理,会使机房维护工作事半功倍.本文根据笔者在中学公共机房十多年来的工作经验,通过对公共机房的软件、硬件设备的管理,系统的维护等方面详尽的阐述,并对在机房管理与维护中经常遇到的问题及解决方法总结出几点建议,可有效提高计算机机房的管理效率.  相似文献   

14.
The implementation of a computer game for learning about geography by primary school students is the focus of this article. Researchers designed and developed a three-dimensional educational computer game. Twenty four students in fourth and fifth grades in a private school in Ankara, Turkey learnt about world continents and countries through this game for three weeks. The effects of the game environment on students’ achievement and motivation and related implementation issues were examined through both quantitative and qualitative methods. An analysis of pre and post achievement tests showed that students made significant learning gains by participating in the game-based learning environment. When comparing their motivations while learning in the game-based learning environment and in their traditional school environment, it was found that students demonstrated statistically significant higher intrinsic motivations and statistically significant lower extrinsic motivations learning in the game-based environment. In addition, they had decreased focus on getting grades and they were more independent while participating in the game-based activities. These positive effects on learning and motivation, and the positive attitudes of students and teachers suggest that computer games can be used as an ICT tool in formal learning environments to support students in effective geography learning.  相似文献   

15.
Researchers and developers constantly seek novel ways to create engaging applications that are able to retain their users over the long term, make them desire to spend time using the application or go back to using it after a break. With this aim, video games can be an insightful source of inspiration, as they are specifically designed to maximise playing time, increase players' intentions of playing during the day or enhance their willingness to replay. In a gaming context, ‘time’ is an important factor for engagement because game designers can design the game time to retain players in the game environment. Drawing on social practice theory, which is increasingly used in Information Systems (IS) research, I conducted an ethnographic study in World of Warcraft (WoW) to understand how various temporalities are produced within a video game and the effects that they have on players' engagement. The findings show that game temporalities stem from the complex interaction between the design features of the game and the norms, routines and expectations that are part of the game practices. Moreover, these temporalities can engender temporal experiences that may stimulate engagement in various ways. The study contributes to IS literature by proposing a novel understanding of how time can be intentionally designed to sustain user engagement. Finally, it suggests that ‘time design’ in video games could inspire designs in broader IS contexts, such as in the gamification of online communities, crowdsourcing platforms and crowd working systems.  相似文献   

16.
With the growing number of online game players and the increasing of new online games development, it is imperative for marketers to develop a better understanding of players’ new game adoption decisions. This study examines perceived control as a mediator of trialability-product adoption relationship, and gender difference as a moderator of the relationship between trialability-product adoptions. A field survey was conducted to test the hypotheses of the study. Respondents were graduate students from Taiwan universities. A total of 411 undergraduate students with massively multiplayer online gaming (MMOGs) experience participated in this study. The structural equation model (SEM) method was employed to analyze the data. The findings indicate that perceived product trialability has a direct influence on intent to play new games, and indirect effects through perceived process control. Gender differences also moderate the trialability effects on the adoption of new online games. Perceived trialability had more of an effect on intention to play new online games for female players than for male players. To develop an effective product development and communication strategy, the finding suggests that online game firms should focus on new product characteristics and consider consumer gender differences.  相似文献   

17.
This study investigated the effects of external rewards on fifth graders' motivation, engagement and learning while playing an educational game. We were interested in exploring whether the feedback-rich environment of the game could mitigate the predicted negative effects of external rewards. Data of students' engagement and learning were collected and analyzed at multiple levels. A quasi-experimental design was used to examine the effect of external rewards in one group (n = 50) compared to a control group without such rewards (n = 56). According to the results, the external rewards did not undermine students' motivation (e.g., at proximal and distal levels), however they did not foster disciplinary engagement. On the other hand, students in the reward condition showed significantly larger gains in conceptual understanding (proximal) and non-significantly larger gains in achievement (distal). These results suggest that the predicted negative consequences of external rewards may be addressed in this new generation of learning environments. Future research and contributions of the study are provided.  相似文献   

18.
《Ergonomics》2012,55(9):1419-1432
The distance of the keyboard from the edge of a work surface has been associated with hand and arm pain; however, the variation in postural and muscular effects with the horizontal position have not been explicitly explored in previous studies. It was hypothesized that the wrist approaches more of a neutral posture as the keyboard distance from the edge of table increases. In a laboratory setting, 20 adults completed computer tasks using four workstation configurations: with the keyboard at the edge of the work surface (NEAR), 8 cm from the edge and 15 cm from the edge, the latter condition also with a pad that raised the work surface proximal to the keyboard (FWP). Electrogoniometers and an electromagnetic motion analysis system measured wrist and upper arm postures and surface electromyography measured muscle activity of two forearm and two shoulder muscles. Wrist ulnar deviation decreased by 50% (4°) as the keyboard position moved away from the user. Without a pad, wrist extension increased by 20% (4°) as the keyboard moved away but when the pad was added, wrist extension did not differ from that in the NEAR configuration. Median values of wrist extensor muscle activity decreased by 4% maximum voluntary contraction for the farthest position with a pad (FWP). The upper arm followed suit: flexion increased while abduction and internal rotation decreased as the keyboard was positioned further away from the edge of the table. In order to achieve neutral postures of the upper extremity, the keyboard position in the horizontal plane has an important role and needs to be considered within the context of workstation designs and interventions.  相似文献   

19.
本文针对目前我国高校机房管理在信息化时代的现状问题和原因做出分析,并且进一步指出改善当前高校机房管理现状的应对具体措施,为高校机房管理工作者提供参考。  相似文献   

20.
为培养具有创新性的综合复合型人才,创建虚拟模型库,并利用UG和Pro/ENGINEER等软件创建计算机网络组网的虚拟模,进行元器件的三维制作和组网仿真,构建了基于虚拟技术计算机网络及维护实验系统,该系统具有操作方便、易实现、可靠度高等优点。  相似文献   

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