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网络游戏动机的种类、影响及其作用机制 总被引:1,自引:0,他引:1
从动机的角度理解网络游戏日益受到研究者的关注。网络游戏动机的研究主要包括:(1)网络游戏动机的种类。在诸多游戏动机中, 乐趣是研究者最为关注的, 其次包括沉醉、社交、逃避、好奇和竞争等。(2)网络游戏动机的影响因素, 包括人格和网络游戏中的社会和个人互动等。(3)动机对网络游戏意向和行为的影响, 这些动机包括乐趣、社交和成就等。(4)网络游戏动机的影响机制, 包括网络游戏动机的中介作用、网络游戏动机与网络游戏行为意向之间的中介变量和调节变量。未来的研究应当关注网络游戏动机种类的分化与整合, 重视从发展心理学、动机的形成和发展过程以及情绪的角度来探讨网络游戏的动机。 相似文献
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获得愉悦的游戏体验是网络游戏玩家最重要的游戏目的与动机之一。所谓网络游戏体验,是指网络游戏玩家和网络游戏诸要素在一定游戏情境下交互作用产生的认知和情绪反应。本文在网络游戏体验概念界定的基础上,着重介绍了网络游戏体验的结构、类型及测量方法,概述了网络游戏体验的前因和后果变量。文章最后指出,完善网络游戏体验的测量方式、改进网络游戏体验的研究方法、澄清网络游戏体验与网络游戏成瘾的关系、拓展网络游戏体验的应用研究是未来研究的方向。 相似文献
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从合作动机的激发与破坏的角度探讨公共物品困境中突显身份对合作行为的影响,同时考察社会价值取向与突显身份之间的关系。结果表明:突显合作者与突显不合作者两种方式都会提高被试的合作水平;两种突显方式的作用机制不同。突显合作者条件下,被试的合作行为受内在动机和外在动机的共同影响。而突显不合作者则会破坏被试合作的内在动机,外在动机对提高合作行为起主要作用;突显合作者条件下,合作取向的被试更多受内在动机的影响,而非合作取向的被试则更多受外在动机的影响。在突显不合作者的条件下,合作取向和非合作取向被试的合作行为都受外在动机的影响较大。 相似文献
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把内在动机看作是一种特质,将其划分为物为定向内在动机和人为定向内在动机.对110名儿童进行了为期三年的追踪(从4岁到7岁).在儿童4岁和7岁时,实验室的自由游戏情境中对他们进行录像观察,编码他们的两种内在动机.由父母报告他们对儿童的控制.结果表明:(1)儿童从4岁到7岁,物为定向内在动机和人为定向内在动机均呈显著上升趋势.(2)在儿童4岁、7岁时,物为定向内在动机和人为定向内在动机均呈显著负相关.(3)在儿童4岁、7岁时,物为定向内在动机均显著高于人为定向内在动机.(4)在儿童4岁和7岁时,父母控制与儿童物为定向内在动机和人为定向内在动机均无显著相关. 相似文献
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本研究提出一个有调节的中介模型,揭示了创业环境"怎样"影响大学生创业意向及这种影响"何时"更强或更弱。采用创业环境量表、创业动机量表、创业意向量表对647名大学生进行研究。研究显示:(1)创业动机在创业环境与大学生创业意向之间起部分中介作用;(2)性别调节了创业环境通过创业动机影响大学生创业意向的中介过程的前半路径。因此,创业环境对大学生创业意向的影响是有调节的中介效应,研究结论对提高大学生的创业意向具有重要的理论与实证价值。 相似文献
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基于自我决定理论,调查350名体育锻炼者以构建城市居民体育锻炼的动机路径模型。结果表明:自主型动机与自主性支持、基本心理需求、锻炼意向有正相关,外在调节与前述各变量均有负相关,而内摄调节与前述各变量无显著相关,可能受中国传统“文弱”审美观念及现代生活压力影响;结构方程拟合结果支持嵌套中介模型,即社会体育指导员的自主性支持可正向直接预测锻炼意向,亦可通过基本心理需求、自主型动机和基本心理需求×自主型动机三个中介变量正向间接预测锻炼意向。 相似文献
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分别采用词汇按键反应任务和EAST范式测查了攻击性认知的流畅性和内隐攻击性评价,旨在考察游戏中攻击动机对攻击性的影响,结果发现:暴力视频游戏的影响效应不仅与暴力内容有关,还受制于攻击动机和玩家的暴力游戏经验;且长期玩暴力游戏会使被试对暴力产生脱敏,表现为攻击性认知的流畅性低,对攻击的评价更积极。本研究表明,暴力视频游戏对个体攻击性的影响需综合考虑多种因素。 相似文献
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The present study explores the links between personality traits and motivations to play online games. We identified the underlying dimensions of motivations to play online games, examined how personality traits predict motivation, and investigated how personality traits predict online gaming behavior (i.e., playing time and preference for game genres). Factor analyses identified five motivational factors: relationships, adventure, escapism, relaxation, and achievement. The regression analyses indicated that two personality traits, extraversion and agreeableness, predicted various motivations; however, personality traits did not affect the playing time and game genre preference. 相似文献
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电脑游戏与青少年问题行为、家庭各因素的关系研究 总被引:1,自引:0,他引:1
本研究着眼于探讨6、8、10年级的中学生的电脑游戏活动,以及游戏时间、游戏暴力程度、行为问题、父母教养方式、家庭收入等因素的相互作用。结果显示,6年级学生较之8和10年级学生有较少的行为问题。研究也发现,学生玩游戏时间越多,玩游戏的历史越长,具有行为问题的可能性越多。此外,那些游戏暴力指数较高的学生所得到的来自父母的温暖指数较少,有较多的问题行为。在游戏的暴力指数方面,女孩比男孩要低得多。父亲教养方式中的温暖和惩罚因子、母亲教养方式中的温暖、椎绡和惩罚因子可用于预测孩子的问题行为。 相似文献
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For many, the concept of videogame addiction seems far-fetched, particularly if their concepts and definitions of addiction
involve the taking of drugs. This paper overviews the small, but growing area of videogame addiction and then examines the
treatment options available for those affected by excessive videogame playing. An overview of the available empirical literature
appears to indicate that adverse effects are likely to affect only a relatively small subgroup of players and that frequent
players are the most at-risk for developing problems. Worldwide, there are relatively few practitioners that specialise in
the treatment of videogame addiction and this may be because there are so few players who are genuinely addicted to playing
videogames. However, the Internet may be facilitating excessive online game playing as evidenced by the increasing number
of specialist addiction treatment clinics for online videogame addiction. This paper overviews the various approaches that
have been used as an intervention in treating videogame addicts, including online support groups, 12-step programmes, behavioural
and cognitive-behavioural therapies, and motivational interviewing. 相似文献
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The negative impacts of excessive and problematic video game playing on both children and adults are attracting increasing concern. Based on self‐determination theory (SDT; Ryan & Deci, 2000), this study hypothesized that the three basic psychological needs of autonomy, competence, and relatedness are positively associated with purpose in life, which in turn acts as a protective factor against problem video game playing among Chinese young adult players. Through a questionnaire survey with a sample of 165 Chinese adults aged between 18 and 30 years (mean age = 22.7 years), we found that perceived autonomy, competence, relatedness, and purpose in life were all negatively correlated with problem game playing. The demographic and psychological factors explained 38% of the variances of problem game playing. Specifically, gender, perceived relatedness, and purpose in life emerged as the three most salient predictors of problem game playing among the Chinese young adults. The mediating role of purpose in life was evidenced and it was found that purpose in life mediated the influences of the psychological needs proposed by SDT on problem game playing. Moreover, young men were significantly more susceptible to problem game playing than their female counterparts. To conclude, psychological needs and purpose in life influenced Chinese young adults’ vulnerability to problem game playing directly or indirectly. Intervention programs that encourage social involvement and voluntary work, as well as counseling service that helps clients to search for life purpose, are suggested for intervening in problem game playing among Chinese young adults. 相似文献
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借鉴行为经济学家开创的应用行为决策于贫困研究的新范式, 选取我国“连片特困地区”的贫困者为研究对象。首先建构“认知和动机双视角的行为贫困陷阱”的立论模型; 然后通过“贫困所致认知后果影响后继决策行为的心理机制和神经机制”, 以及“贫困所致认知和动机后果共同影响后继决策行为的作用机制”来探索贫困所致心理后果与后继决策行为间的因果效应; 最后进行“贫困所致认知功能改变影响后继决策行为的随机控制实验”和“贫困所致自我认同改变影响后继决策行为的现场干预研究”, 旨在通过“扶志和扶智”达到“授人以渔”, 并从中提炼出可供扶贫政策参考的管理对策。 相似文献
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The Relationship between Online Game Experience and Multitasking Ability in a Virtual Environment 下载免费PDF全文
Yun‐Hsuan Chang De‐Cyuan Liu Yong‐Quan Chen Shulan Hsieh 《Applied cognitive psychology》2017,31(6):653-661
Online game playing has become popular entertainment, yet its relationship with individuals' multitasking ability was inconsistent. Types of online game genre so far have not been compared and may be associated with multitasking abilities. This study proposed to explore the relationships between types of online game playing and multitasking ability, using Edinburgh Virtual Errands Test (EVET). One hundred and sixteen participants playing different online game genres, including multiplayer online battle arena (MOBA), other online game playing, and no‐online game playing were compared. Each participant was required to fill in Chen's Internet Addiction Scale and the Internet Usage Questionnaire and perform EVET and working memory tests. The results showed a positive correlation between multitasking ability and working memory. In addition, a positive association was found between MOBA‐type gaming and multitasking abilities measured by EVET. In conclusion, MOBA‐type gaming compared with other game playing is associated with better multitasking abilities in a virtual environment.Copyright © 2017 John Wiley & Sons, Ltd. 相似文献
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Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined playing frequency (i.e., amount of time spent playing the game a week), playing history (i.e., how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character), the favorite and least favorite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that 81% of online game players were male, and that the mean age of players was 27.9 years of age. For many players, the social aspects of the game were the most important factor in playing. A small minority of players appear to play excessively (over 80 h a week), and results suggest that a small minority sacrifice important activities in order to play (e.g., sleep, time with family and/or partner, work, or schooling). 相似文献
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A recent development in video games is that players can design and personalize their own in-game characters. It was predicted that this innovation could lead to elevations in the intensity of the psychological effects of video games. The present study confirmed this hypothesis, revealing that participants who played an aggressive video game using their own, personalized character exhibited higher levels of aggressive behavior than participants who played an aggressive game with a non-personalized character. The aggressive behavior levels of the own-character players also exceeded those of individuals who played a non-aggressive game, regardless of whether or not they used a personalized character. Process analyses revealed that participants playing a violent video game with a personalized game character experienced more arousal and self-activation than they did when playing with an impersonal, default game character, which in turn increased aggressive responses. 相似文献
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Online game addiction is a new mental disorder. This disorder is difficult to describe because of its comprehensive nature. Many online game players have problems controlling their playing time. They cannot stop playing a game that they enjoy. This research surveyed the past literature on "flow" and time disorder theory. A time distortion experiment was conducted. This research invited 64 children, teenagers, and young adults to investigate player skill and playing time effects on online game break-off. The playing experience and degree of time distortion were measured and analyzed. The results showed that both novice and expert online game players were subject to time distortion. The participants had difficulty breaking off from the game without intrusion by others in the real world. This research also suggests eight questions for self-evaluation for online game addiction. 相似文献
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以38名大学生和研究生为被试,采用Chicken Game实验范式测量合作行为,考察了单人和双人合作模式游戏后,性别和游戏习惯对玩家在博弈决策中合作行为的影响。结果表明:(1)双人合作模式游戏可以促进玩家在博弈决策中的合作行为;(2)双人合作模式游戏后,男玩家(相比女玩家)在博弈决策中的合作行为更多;(3)玩游戏的习惯影响博弈决策中的合作行为,相比于经常习惯与现实朋友玩游戏和独自玩游戏的玩家,经常习惯与网友玩游戏的玩家在双人合作模式游戏后的合作行为更多。本研究不仅证实了一般学习模型,也证实了亲社会合作类视频游戏可以有效促进博弈决策中的合作行为。 相似文献