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1.
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   

2.
ABSTRACT

Online human relationships can exacerbate some of the worst of our tendencies toward each other, including deception, selfishness, apathy and disembodiment, and sexual harassment. Yet Christians can also bring their prayer practices online, as ways of bringing God’s new creation (known in Christian tradition as the Eighth Day) to the forefront. Through examination of three distinctive online prayer practices, combined with discussion of liturgical and sacramental theologies, this article shows that prayer online also holds out possibilities of reconciliation and justice as potential responses to negative human relationship tendencies.  相似文献   

3.
人格特质、网络社会支持与网络人际信任的关系   总被引:28,自引:0,他引:28  
丁道群  沈模卫 《心理科学》2005,28(2):300-303
该研究运用问卷法探讨了人格特质、网络社会支持与网络人际信任的关系。对386名大、中学生的调查结果表明:(1)人格特质和网络社会支持对网络人际信任具有直接影响;(2)人格特质还可通过网络社会支持(主要是网络主观支持)间接影响网络人际信任;(3)网络人际信任不存在性别和年龄差异。  相似文献   

4.
Ubiquitous mobile technology is part of contemporary life, bringing with it the potential for distraction and reduction in performance associated with multitasking. The predisposition toward dysfunctional multitasking may be shaped in part by beliefs that individuals hold about memory and attention. The issue is particularly pressing for college students, given established links between distraction, multitasking, and learning. This project assessed the impact of an online learning module on beliefs about attention, memory, and learning in college students. It also contrasted these beliefs in a college and non-college community sample. Significant reductions in counterproductive beliefs were associated with completing the module; counterproductive beliefs were also no more prevalent in the college vs. the non-college sample. Our findings suggest that brief online modules are a practical way to address counterproductive beliefs related to multitasking with technology, and add to the literature on metacognition, attention, and multitasking in college and non-college populations.  相似文献   

5.
远程心理服务(Telepsychology)是利用远程通讯技术提供心理服务的新兴心理服务方式,虽然在COVID-19疫情期间得到了广泛应用,但仍缺乏相关行业应用规范及专业培训体系。现有的远程心理服务三维模型以应用环境、应用领域、应用方式为服务框架,结合九个应用领域开展远程心理服务。我们根据已有研究提出了以咨询师、治疗方法、远程技术手段为主要因素、以来访者为中心的远程心理服务应用模型。人工智能在远程心理服务领域的应用主要包括三个方面:机器学习与人工神经网络、自然语言处理与情感分析、虚拟现实与增强现实。目前,远程心理服务正以蓬勃的态势极速发展:其在提高心理服务督导效率、减少服务成本等方面有着显著优势,同时在心理服务从业人员对远程心理服务的接受度、来访者的适应性、重视程度方面也面临着挑战。未来远程心理服务可以在监管体系、从业者培训、远程应用技术三个方面进行深入探索。  相似文献   

6.
Introduction: The purpose of this study was to examine questions related to the process, perceived outcomes, and ethics of therapists who provide counselling and therapy online. Method: An online survey was conducted (N=93) with identified e-counsellors with at least a Master's Degree. Questions included demographic information and Likert-type scales related to extent of practice, theoretical orientation, training and supervision, attitudes about appropriate practice, referral, legal and ethical issues, practice difficulties, and therapist satisfaction. Results: Overall, e-counsellors are satisfied with their practice and believe it is effective. They generally do not have formal training or supervision in online practice. Current e-counselling appears to be a part-time, supplemental practice with little overlap to FTF practice. There was little agreement among respondents on attitudes, practice, ethical issues, and knowledge of regulations related to e-counselling. Discussion: Lack of consensus about ethical obligations and practice suggest the need for formal training in e-counselling by professional programmes and international cooperation in formulating practice ethics. Areas for further research are discussed.  相似文献   

7.
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  
魏华  范翠英  平凡  郑璐璐 《心理科学进展》2011,19(10):1527-1533
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   

8.
网络自我表露的类型、功能及其影响因素   总被引:1,自引:0,他引:1  
网络自我表露是自我表露在网络空间的延伸.本研究对网络自我表露提出整合性界定,并将其从形式、程度和表达方式三种角度予以分类.网络自我表露对个体存在积极和消极两方面的影响.网络自我表露的产生和发展受社会文化、网络环境、性别、年龄和个体心理等因素的影响.认知实验研究、影响因素的深入探讨、新兴网络媒体的自我表露现象、跨文化研究和特殊群体的网络自我表露等可以成为今后的研究取向.  相似文献   

9.
从社会认知理论的视角来探讨网络社会支持和网络人际信任的关系,并在此基础上提出了一个有调节的中介模型,考察网络社交效能的中介作用以及自尊的调节作用.采用整群抽样法对432名大学生进行问卷调查,结果表明:(1)网龄对网络人际信任有显著的负向预测作用;网络社会支持对网络人际信任具有显著正向预测作用;(2)网络社交效能在网络社会支持与网络人际信任的关系中起部分中介作用;(3)网络社会支持通过网络社交效能对网络人际信任的间接效应受到自尊的调节.对高自尊个体而言,网络社交效能起部分中介作用;对低自尊个体而言,网络社交效能的中介效应不显著,网络社会支持对网络人际信任只有直接作用.  相似文献   

10.
ABSTRACT

Students rely on their notes to memorise and learn critical course content, and recent studies of note-taking state that most students take notes, citing a survey published in 1974. Over the past four decades, classrooms and note-taking technologies have evolved: students can take notes on electronic devices, and some classes are entirely online. Despite these changes, few studies have investigated their impact on note-taking habits. Given that note-taking is critical for student learning, the purpose of the present study was to update the literature on students’ general note-taking behaviour and investigate the impact of these newer technological advances on note-taking. We surveyed 577 college students, using questions from prior surveys and new questions relevant to technology. As per prior studies, students still reported taking notes in classrooms, and as important, students reported flexibility in their note-taking by (a) using a notebook or a laptop depending on course demands and (b) often deciding not to take notes in online courses. Thus, students are flexible in their note-taking behaviour, but may not always make the best decisions about how and when to take notes.  相似文献   

11.
魏华  周宗奎  牛更枫  何灿 《心理科学》2014,37(2):420-424
网络游戏具有巨大的经济前景和良好的发展态势,国内外很多企业都投入大量资金来开发网络游戏。面对激烈的市场竞争,如何吸引和留住游戏玩家,提高他们的忠诚度,是网络游戏开发商所面临的一个重要问题。本文采用问卷调查法,考察了网络游戏中的定制、角色依恋对网络游戏忠诚度的影响。结果表明:(1)网络游戏定制、角色依恋和忠诚度两两之间呈显著正相关。(2)网络游戏定制对网络游戏忠诚度没有直接影响,而是通过角色依恋的完全中介作用对网络游戏忠诚度产生影响。  相似文献   

12.
This systematic review of articles published in 4 counseling journals found 207 articles that used online recruitment, of which 98 (47.3%) reported a response rate. These 98 studies collectively contained 22,466 individual participants. Results showed that nearly one third of all empirical articles used online recruitment, and the average response rate was 34.2% (SD = 22.6). Response rates are further described by journal, population, research methodology, and recruitment strategy. Researcher‐reported issues with online recruitment and data collection were also analyzed qualitatively, and recommendations for researchers are discussed.  相似文献   

13.
网络人际信任是人际信任在网络交往中的延伸.网络人际信任表现出脆弱性、认知性的特点,其产生与发展是一个动态的持续过程.网络环境因素、网络使用行为、个体因素和社会文化因素影响网络人际信任水平;此外,网络人际信任对个体网络自我表露、知识共享、行为决策以及团队合作等网络行为起促进作用.在此基础上指出现有研究的不足,并提出未来应基于网络人际信任的特点开展深入研究,明晰网络人际信任的影响因素及其发展过程.  相似文献   

14.
以武汉三所高校大一至大四491名全日制大学生为被试,采用《大学生网络社会支持问卷》、《自尊量表》、《网络空间人际信任问卷》和《大学生网络利他行为量表》进行问卷调查,对大学生的网络利他行为、网络社会支持、自尊以及网络人际关系情况进行调查,探讨自尊是否在网络社会支持和网络利他行为之间存在中介作用,以及这个过程是否受到网络人际信任的调节。结果显示: (1)大学生网络社会支持能够显著正向预测网络利他行为;(2)自尊在网络社会支持和网络利他行为的关系之间起部分中介作用;(3)网络人际信任在网络社会支持与自尊之间起调节作用。即在高网络人际信任水平下,网络社会支持能正向影响个体自尊水平;在低网络人际信任水平下,网络社会支持对个体自尊的影响不显著。  相似文献   

15.
16.
Are citizens more likely to vote when they are asked to make plans about how they will cast their ballots? Such planning—typically described as “implementation intentions”—has been shown to increase many types of desirable behaviors, including exercising and healthy eating, receiving vaccinations, physical rehabilitation, and recycling. Important earlier work in political science suggests voter turnout can also be influenced by implementation intention interventions, whereby electors are prompted to “make a plan” to vote (Nickerson & Rogers, 2010 ), though this finding has gone largely unreplicated. At the same time, elections management bodies (EMBs) in many contexts regularly conduct informational campaigns in the period leading up to elections, though little is known about the effects of such efforts upon turnout. Using data from an online experiment conducted at the time of the 2015 Canadian Federal Election, we demonstrate that implementation intention interventions can improve voter turnout but that this effect is conditional upon electors being exposed to informational materials about how to vote in the election. When survey respondents were provided with information on voting requirements and methods, and then prompted with questions forcing them to contemplate the act of casting their ballots, we observe a sizable increase in turnout rates.  相似文献   

17.
为考察社交网站中的积极自我呈现、真实自我呈现对青少年网络利他行为的影响以及网络社交效能和希望在其中的中介作用,采用社交网站中的积极自我呈现和真实自我呈现问卷、网络利他行为量表、网络社交效能问卷和希望量表对安徽、福建、河南、湖南、山西、天津、云南等省份八所中学的805名初中二年级学生(男生427名,女生378名;被试平均年龄为13.38岁,SD=0.63)进行问卷调查。研究显示:(1)社交网站中的积极自我呈现和真实自我呈现均能正向预测青少年网络利他行为;(2)网络社交效能在积极自我呈现与青少年的网络利他行为之间起中介作用,也在真实自我呈现与青少年的网络利他行为之间起中介作用;(3)希望在真实自我呈现与青少年的网络利他行为之间起中介作用。  相似文献   

18.
随着计算机的发展,网络心理咨询受到越来越多的关注。本研究搜索和爬取网络心理咨询网站及咨询师信息,并采用16项伦理清单对其伦理规范进行评估。结果显示(1)网络心理咨询服务网站不断增多,网络心理咨询师数量逐年升高,但实际活跃数相对较少;(2)24个望网络心理咨询网站对咨询师的信息要求较为严格,对来访者信息要求模糊,且注意事项呈现不够充分。我国的网络心理咨询正在慢慢壮大,但是需要进一步加强伦理规范。  相似文献   

19.
采用问卷法对武汉市两所中学549名青少年早期和中期的中学生进行调查,探讨网络亲子沟通对青少年抑郁的影响,同时考察线上社会资本在二者之间的中介作用,以及该中介效应的前半路径是否受年龄的调节。结果表明:(1)在控制性别、年龄和线下亲子沟通的条件下,网络亲子沟通负向预测青少年抑郁;(2)线上社会资本在网络亲子沟通与青少年抑郁之间起完全中介作用;(3)线上社会资本的中介作用受到青少年年龄的调节,相比青少年早期阶段,该中介作用在青少年中期阶段更显著。这些结果对于综合解释网络亲子沟通对青少年抑郁的作用路径与机制具有重要意义。  相似文献   

20.
消费结构升级促使顾客通过参与价值共创获得更高层次心理满足感。顾客间通过网络平台参与交流、互动、分享和互助等价值共创行为,能够获得美好的情感体验,有助于形成人际之间的友谊,也使得顾客得以寻求自我表达和自我实现,收获更高层次的满足感。本研究以社会支持理论为基础,聚焦不同属性顾客在不同类型网站中参与在线互助的心理动机、心理收益和行为方式,采用行为实验、实证调查、案例研究、神经营销学等多种研究方法,深入剖析顾客参与在线互助过程中的心理和行为反应机制。预期研究成果将丰富现有顾客参与心理和行为的理论体系,也为企业激励顾客参与在线价值共创提供理论指导。  相似文献   

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