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1.
Social play is an increasingly important constituent of the digital game experience. Though there is a growing understanding of how the social context influences the experience of playing, there is little known about how the experience of play influences the social experience. Specifically, it is not even known whether winning or losing affects a player's sense of social presence with their co-players. This paper provides the results of two studies aiming to explore this interaction. The first study is a lab-based study that looked at whether social presence varied in collocated teams playing team-based games depending on whether they won or lost. The second study is a user experience survey which measured how variables in the context of gameplay affected social presence across a number of team-based online games. The results of both studies show that when teams lose, the negative impact on social presence is greater within teams than between the competing teams. This has implications for how studies in this area should be analysed and also, through consideration of individual games, suggests that mechanisms in the games may lead to the reduced social presence.  相似文献   

2.
The majority of digital games available today offer a variety of multi-player settings including co-located and mediated play between opponents. Immersion, the sense of being “in the game,” is one of the key components of the gaming experience but existing literature suggests that social play provides more fun but less immersion. There is however little empirical support for this. This paper therefore addresses the question: how does playing digital games in a social situation alter the sense of immersion felt by the individuals playing? This paper presents three experiments that test the relationship between social setting and immersion. The three experiments aim to manipulate the social setting in which players play, be it against a computer, against a person online or against a co-located person. Overall the three experiments show that players are more immersed when playing against another person rather than playing against a computer but there is no significant difference in immersion whether the other person is online or in the same room. This refutes previous claims about social play reducing immersion and indeed that social play enhances the sense of being in the game where interaction is through the game.  相似文献   

3.
Two studies examined the use of video in multimedia learning environments. In Study 1, participants (N = 26) viewed one of two versions of a computer-based multimedia presentation: video, which included a video of a lecture with synchronized slides, or no video, which included the slides but only an audio narration of the lecture. Learning, cognitive load and social presence were assessed, but a significant difference was found only for cognitive load, with video experiencing greater cognitive load, t (24) = 2.45, p < .05. In Study 2, students (N = 25) were randomly assigned to either video or no video condition. Background knowledge and visual/verbal learning preference were assessed before viewing the presentation, and learning, cognitive load, and social presence were assessed after viewing. No significant differences were found for learning or social presence. However, a significant visual/verbal learning preference by condition interaction was found for cognitive load, F (1,21) = 4.51, p < .05: low visual-preference students experienced greater cognitive load in the video condition, while high visual-preference students experienced greater cognitive load in the no video condition.  相似文献   

4.
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   

5.
Individuals use social network sites (SNSs) as an effective tool for communicating relevant information with others during the outbreak of infectious diseases. However, little is known about the underlying mechanism through which communicative behaviors influence preventive behaviors. Thus, in the context of Middle East respiratory syndrome (MERS) in South Korea, this study investigated how two communicative behaviors (message expression and reception) in SNSs affected the communicators’ intentions to engage in MERS-preventive behaviors. Using data collected from a nationally representative panel survey of 1000 Korean adults aged 19 or older, we examined a theoretical expression and reception effects model. Results support the presence of effects from expressing and receiving MERS-related information via SNSs and their underlying mechanism during South Korea’s MERS outbreak. Public health officials and communication professionals should actively use SNS communication in coping with public health crisis caused by emerging infectious diseases.  相似文献   

6.
Virtual work has become an increasingly central practice for the organization of the 21st century. While effective virtual workgroups can create synergies that boost innovation and performance, ineffective workgroups become a great burden for organizations. Empirical research has shown that some negative behaviors, such as social loafing, negatively influence a group’s affective outcomes, in both collocated (face-to-face) and virtual workgroups. In this study, we explore if working through low fidelity computer mediated communication (CMC) increases the negative impact of perceived loafing over cohesion and work satisfaction. On this rationale, we conducted a laboratory study with 44 groups of four members each, who worked on a project in four sessions over a one-month period, in either face-to-face or low fidelity CMC conditions. Results show that the communication media condition moderates the effect of perceived loafing in the expected direction, meaning that, in the low fidelity CMC condition perceived loafing had an increased negative effect on group cohesion and satisfaction with the work process and its results.  相似文献   

7.
Recent developments in information and communication technologies (ICTs) can change the way strategic organizational decisions are negotiated and voted upon. We propose an analytical framework that investigates the effect of such technologies on the costs of the decision-making process in organizations by incorporating a technology variable in an already well-known model of public decision-making. The framework is applicable to any large group decision setting where collective decisions are made by voting, such as shareholders’ meetings, local and federal government meetings. We apply the framework to derive policies that will help to decrease the costs related to the democratic process. The first policy requires that governments should invest more in technologies that support multi-lateral communication and negotiation among citizens, and the second requires that citizens should use better voting mechanisms than simple majority voting to make decisions.  相似文献   

8.
Reflecting scholars' growing interest in the utilitarian aspects of consumer digital piracy, this research examines two types of utilities associated with obtaining digital files (i.e. the utility of downloading pirated files and of purchasing copyrighted files) as factors driving consumer intentions to download pirated files. Moreover, we extend the findings of previous studies by including film/music involvement as a moderator between those utilities and intentions. The conceptual model was tested on a sample of 943 adult consumers. The results of our study confirm that the utility of purchasing copyrighted files has a negative influence on the intention to download pirated files, while the influence of the utility of downloading copyrighted files is positive. The moderating effect of film/music involvement was only found to be significant for the relationship between the utility of downloading pirated files and intentions. Based on these findings, implications for the affected industries are discussed, as well as future research opportunities.  相似文献   

9.
Based on theory and previous research, we examined relationships among gender, social anxiety, self-disclosure, quality of real-world friendships and online communication by Chinese adolescent Internet users. Results indicated that online communication and self-disclosure are not related to quality of friendship, and online communication is positively related to self-disclosure. For adolescent boys and adolescents with high social anxiety, online communication can explain more variance in users’ self-disclosure, indicating that gender and social anxiety moderate the relationship between online communication and online self-disclosure.  相似文献   

10.
The present study investigated the impact of online intergroup contact on prejudiced and stereotyped perceptions toward an outgroup. Informed by research on contact in computer-mediated communication, a model of contact in which individual outgroup members displayed a stereotype-disconfirming (vs confirming) behavior in virtual teams made up of ingroup members was tested. Moreover, this hypothesized model of contact was examined across two visual conditions of group identification: one in which a pre-existing ethnic category (i.e, lasting membership) was made salient, and one without salient group identities. Results showed that when participants were conscious of their lasting identities, the enacted disconfirming behavior reduced prejudiced perceptions by the mediation of perceived attraction towards the individual outgroup member. Conversely, stereotyped perceptions were not affected by this behavior. These findings suggest that the generalization of the contact effect in CMC is more likely to occur in attitudinal variables than in cognitive ones, and as long as participants are aware of intergroup memberships when participating in short online interactions.  相似文献   

11.
In offline settings, authentic behavior has frequently been linked to increased well-being. Social network sites (SNSs) provide a new venue for authenticity, yet the effects of online authenticity are largely unknown. The present study investigated the reciprocal effects of authenticity on SNSs and the psychological well-being of SNS users in a two-wave longitudinal study (N = 374). The results demonstrate that online authenticity had a positive longitudinal effect on three indicators of subjective well-being. The data further illustrate that this beneficial effect of SNS use is not equally accessible to all users: participants with low levels of well-being were less likely to feel authentic on SNSs and to benefit from authenticity. We propose that the results can be explained in light of a “positivity bias in SNS communication” that favors positive forms of authenticity over negative ones.  相似文献   

12.
Since the Internet can aggregate and distribute a large amount of information to users, providing numerous products for consumers has been recognised as a major advantage of electronic commerce. As a result of information overload, however, consumers facing many alternatives in online shops may have difficulty deciding which one they prefer. Based on the theory of decision style and prospect theory, this study explores whether too many products sold in online shops reduces consumers' subjective statuses towards their buying decision. A 3 × 3 between subjects experiment was conducted and showed that the buyers' decision styles, the quantity of alternative products and the information about it affect consumers' subjective statuses. These results suggest that we should consider the role of electronic intermediaries more carefully, and further examine the theory of information overload and the need for appropriate information literacy.  相似文献   

13.
ABSTRACT

A majority of senior Internet users maintains persistent social connections with others through social media (SM), such as Facebook and Twitter. This research explores the impacts of helping, self-expression, and enjoyment on bonding social capital and bridging social capital which in turn influence SM involvement; it also explores the moderating effect of avoidance attachment among senior SM users. The results show that helping, self-expression, and enjoyment have significant impacts on bonding social capital and bridging social capital. Also, bonding social capital and bridging social capital have significant effects on SM involvement. Furthermore, relationships between helping and bonding social capital, between self-expression and bonding social capital, and between self-expression and bridging social capital are stronger for seniors with high avoidance attachment. Conversely, the relationships between enjoyment and bonding social capital as well as between enjoyment and bridging social capital are stronger for seniors with low avoidance attachment. Accordingly, the results of this study provide theoretical contributions to the literature of behaviour and information technology. In addition, some implications of the research and various strategies for practitioners and marketers that can be used to better increase users’ involvement in SM for tourism-related activities are discussed.  相似文献   

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