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1.
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   

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Immersion and appeal are considered to be necessary constituents of the player experience. In this article their relationship is examined through a 2 × 2 factorial study (n = 173) in the context of two games, a first-person shooter and a massively multi-player online role-playing game, and in the context of two types of players: experienced players who have never played the game in one of the genres in question, and experienced players who have played one of the games in question. It is found that immersion and appeal are linearly correlated, and the repercussions of this finding are discussed.  相似文献   

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Media commonly feature imagery that celebrates idealized bodies and researchers have observed the adverse effects of such depictions. Although video games commonly feature idealized bodies, experimental work investigating the effects of game characters on body image disturbance remains underrepresented. This trend is surprising as the preponderance of hyper-muscular male and hyper-sexualized female characters speaks to the heteronormative, masculine fantasies often given prominence in game content. Using social comparison theory, the current work investigated how ideal and hyper-ideal video game bodies affected women's (study 1) and men's (study 2) body image dissatisfaction. The study also compared these outcomes to a non-exposure control condition. Generally, the data provided evidence that hyper-idealized game characters negatively affected men but positively affected women.  相似文献   

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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   

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Digital video is becoming increasingly popular in higher education with faculty digitally recording and broadcasting lectures for students to learn-on-demand, such as iTunes University or YouTube. Students have discovered accelerated playback features in popular computer software and use it to reduce the amount of time watching video-enhanced instruction. In the current study, 147 undergraduate students were randomly assigned to one of six video treatments based on a 3 Video Speed (1.0 = Normal vs. 1.25 = Fast vs. 1.50 = Very Fast) × 2 Captions (Captions Present vs. Captions Absent) × 2 Trial (Trial 1 vs. Trial 2) design. Results show no significant difference on learner performance across treatments based on Video Speed. Captions were found to have a significant negative effect on learner performance. A significant difference was found on learner satisfaction in favor of a normal Video Speed. The findings suggest that learners might be able to accelerate Video Speeds up to 1.5 times the normal speed, but are generally less satisfied with the learning experience.  相似文献   

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Does the delivery platform for a health behavior game contribute to its effectiveness? With the growing popularity of interactive video games that combine physical exercise with gameplay, known as “exergames,” there has been a burgeoning interest in their impact on users’ exercise attitudes and behavioral outcomes. This study examines how the level of user interface embodiment, the degree to which the user’s body interacts with the game, affects the user’s experience, game behavior, and intention for behavior change. We conducted a between-participants experiment in which participants (N = 119) played an exergame under one of the three levels of user interface embodiment (low, medium, and high). Our results revealed a significant positive main effect of user interface embodiment on user experience (i.e., the sense of being in the game, “presence,” and enjoyment); level of energy expenditure (change in heart rate); and intention to further engage in exergame-play exercise but not necessarily to increase exercise in the physical world. A further analysis revealed the mediating roles of user experience in the association between user interface embodiment and intention to repeat exergaming and a potential link between heart rate change and level of presence in the game. We conclude that type of interface is a key variable in this health communication environment, affecting user experience, behavior, and some intention for behavior change.  相似文献   

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Research indicates that people with body image dissatisfaction (BID) are not benefited from exercising in group contexts. The current study tested whether exercise video games (exergames) can provide unique opportunities for exercise interventions through the use of avatars. An experiment was conducted using a 2 (BID: High vs. Low) × 2 (Exercise context: Solitary vs. Group) between-subjects design. Results demonstrated that individuals with high BID reported similar or more favorable exergame experiences compared to individuals with low BID. Further, individuals’ social physique anxiety was significantly reduced during exergame play. Self-presence mediated the relationship between exercise context and exergame experiences.  相似文献   

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Unlike the bulk of electronic media the computer game or video game is a distinctly gendered medium. All investigations confirm that we are dealing with a medium which almost exclusively appeals to and is used by, boys and young men. Therefore, the video games and computer games are very suited for investigating the form of entertainment, the pleasure, that appeals to men, i.e. the specific ‘masculine pleasure’. The paper deals with questions such as: What do computer games mean? What does violence in computer games signify? Why do computer games, especially the violent ones, mean something special to a certain group of men? These questions are discussed from the perspective of semiotics, media and control studies. Finally, the paper discusses the connections between women and the male dominated video games, and attempts to explain why, nevertheless, some girls and women do play these games.  相似文献   

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The current study examined the potential moderating effects of motion capture technology and participants’ own level of psychoticism on their hostility and aggressive thoughts after playing violent video games. A total of 118 participants (68 females, 50 males) first completed a measure of psychoticism and then played either a violent video game or a non-violent video game using either a traditional controller or motion capture controls. Immediately after the video game play period, participants’ current level of hostility and aggressive cognitions were assessed using self-report questionnaires. Results indicated that the use of motion capture controls did not increase the negative effects of violent video games. However, participants with elevated levels of psychoticism were much more affected by violent video games than other participants. Such findings suggest that only some individuals are adversely affected by violent video games and that those who are affected have preexisting dispositions which make them susceptible to such violent media.  相似文献   

11.
Heuristics can interfere with information processing and hinder decision-making when more systematic processes that might lead to better decisions are ignored. Based on the heuristic-systematic model (HSM) of information processing, a serious training game (called MACBETH) was designed to address and mitigate cognitive biases that interfere with the analysis of evidence and the generation of hypotheses. Two biases are the focus of this paper—fundamental attribution error and confirmation bias. The efficacy of the serious game on knowledge and mitigation of biases was examined using an experiment in which participants (N = 703) either played the MACBETH game or watched an instructional video about the biases. Results demonstrate the game to be more effective than the video at mitigating cognitive biases when explicit training methods are combined with repetitive play. Moreover, explicit instruction within the game provided greater familiarity and knowledge of the biases relative to implicit instruction. Suggestions for game development for purposes of enhancing cognitive processing and bias mitigation based on the MACBETH game design are discussed.  相似文献   

12.
Flow is a concept used to describe the pleasurable immersion that individuals experience, often in recreational activities such as video games. A key component in many video games is the player's avatar; through which the player experiences the game world and game play. Past theory suggests that flow and the identification of a player with their avatar are vital aspects of video games and it is this that differentiates them from other forms of media. However, research on the relationship between flow and avatar/character identification is in its infancy. This study aimed to further examine these two concepts and their relationship within video games. This study consisted of 306 participants, who completed a series of self-report questionnaires online. As hypothesised, it was found that character identification was strongly and positively related to flow. It was also found that only the video game specific characteristics of similarity to character and customisation were negatively and positively related to flow respectively. Furthermore, similarity but not customisation was related to character identification, and that similarity was strongly and positively related to character identification. Other findings include Openness to Experience being positively related to character identification, and Extraversion being negatively related to character identification.  相似文献   

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Although catharsis theory as applied to violent media has been repeatedly refuted in the literature, scholars have recently proposed methods by which a cognitive form of catharsis might occur for people who utilize games to manage negative affect. Drawing on these ideas, the current study tests how video games are used to manage feelings of frustration and boost one’s sense of competency. It also explores how these emotional processes influence game enjoyment and hostile attribution bias (HAB). We frustrated half of 82 participants prior to randomizing them to play a violent or nonviolent game. Our results showed that frustrated participants were motivated to progress farther in a video game. This in-game performance decreased their feelings of frustration, boosted their sense of competency, and increased their enjoyment of the game. However, for those who played a violent game, this enjoyment predicted hostile attributions: high enjoyment of violence increased HAB, while low enjoyment of violence decreased HAB. These findings have implications for how video games are used to manage negative feelings.  相似文献   

14.
Despite media coverage that is usually negative or non-existent, digital (video) game playing is a major form of entertainment for significant numbers of people in developed countries. This paper begins with a brief outline of what these games are, who plays them and why there is interest within the library community. We then move through several examples of the current direct impact of digital games on libraries. This is followed by more abstract examples of how video games could, and do, influence library practise and technology. Attributes of online games are discussed, focusing on one particular game, Second Life. This game is used widely within the library community, with many librarians spending significant time developing avatars, open services and infrastructure. The paper concludes with a summary of the ten attributes of video game players, found across the research literature body, that are of relevance to digital information and library services.  相似文献   

15.
《Displays》2014,35(5):252-260
Stereoscopic 3D television (S3D TV) is now available in the home. However, little published information is available on viewer use or experience. In this study, 120 people from 29 households were given a new TV (active or passive stereoscopic 3D, or conventional 2D) and reported on their television viewing and other screen use on a near-daily basis over 8 weeks. People reported enjoying S3D TV and cinema more than TV and cinema in general, but enjoying S3D video games less than video games in general. S3D TV and video games were both associated with an increased, though still low (∼10%) level of adverse effects, such as headache and eyestrain. I speculate that this may be because video games present a particularly strong conflict between vergence and accommodative demand.  相似文献   

16.
Recent research found that playing video games is able to serve mood management purposes as well as contribute to gratifications such as need satisfaction. Both aspects can foster the enjoyment as entertainment experience. The current study explores the question of how in-game success as a prerequisite for satisfying the need for competence and autonomy positively influences mood repair and game enjoyment. In a laboratory setting, participants were frustrated via a highly stressing math task and then played a video game (Mario Kart). Results show that in-game success drives mood repair as reflected in the experience of anger, happiness and activation. Moreover, fulfilling the intrinsic needs for competence and autonomy mediated the effects of in-game success and predicted enjoyment of the video game. Results are discussed in context of recent conceptualizations of media entertainment and the hierarchical order of emotional gratifications.  相似文献   

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The present study investigates the impact of the experience of role playing a violent character in a video game on attitudes towards violent crimes and criminals. People who played the violent game were found to be more acceptable of crimes and criminals compared to people who did not play the violent game. More importantly, interaction effects were found such that people were more acceptable of crimes and criminals outside the game if the criminals were matched with the role they played in the game and the criminal actions were similar to the activities they perpetrated during the game. The results indicate that people’s virtual experience through role-playing games can influence their attitudes and judgments of similar real-life crimes, especially if the crimes are similar to what they conducted while playing games. Theoretical and practical implications are discussed.  相似文献   

19.
Many MMORPG offer players the possibility to become a member of a guild, a hierarchical organization of characters with common objectives. Guild membership can be beneficial to game progress, and offer opportunities for social interaction. In the current study we focus on the MMORPG World of Warcraft (WoW), with the main aim to examine whether guild commitment and players’ intention to remain in their guild can be predicted by players’ satisfaction, investments, and perceptions of alternatives to their guild. To this end, 165 WoW players completed an online questionnaire and answered questions related to their guild membership. They also completed the investment model scale which was reworded so all questions pertained to their guild and their fellow guild members. Results show that satisfaction level, quality of alternatives, and investment size significantly predict commitment level (p’s < .001), which in turn predicted likelihood of participants’ staying with their current guild (p < .001) and the number of guilds they had been a member of in the past (p < .001). Moreover, high levels of guild commitment were indicative of better mental health, whereas weekly hours of game play was negatively related to mental health. In the discussion, we conclude that interdependence theory and the investment model of commitment are applicable to online gaming environments, and we argue that commitment to one’s guild is one factor that could prevent the risks associated with online game play (i.e. problematic use).  相似文献   

20.
Sexism and sexual harassment are not uncommon in online environments such as social networking sites, forums, and video games. This experiment investigated whether users’ anonymity and level of interactivity with sexist content on social media influenced sexist attitudes and offline behavior. Participants (N = 172) used a Twitter account that was anonymous or had personally identifying details. They were asked to share (i.e., retweet) or write posts incorporating a sexist hashtag. After exposure, participants completed two purportedly unrelated tasks, a survey and a job hiring simulation in which they evaluated male and female candidates’ resumés. Anonymous participants reported greater hostile sexism after tweeting than nonanonymous participants. Participants who composed sexist tweets reported greater hostile sexism and ranked female job candidates as less competent than those who retweeted, although this did not significantly affect their likelihood to hire.  相似文献   

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