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1.
Two experiments examined whether video game expertise transfers to performance on measures of spatial ability. In Experiment 1, skilled Tetris players outperformed non‐Tetris players on mental rotation of shapes that were either identical to or very similar to Tetris shapes, but not on other tests of spatial ability. The pattern of performance on those mental rotation tasks revealed that skilled Tetris Players used the same mental rotation procedures as non‐Tetris players, but when Tetris shapes were used, they executed them more quickly. In Experiment 2, non‐Tetris players who received 12 hours of Tetris‐playing experience did not differ from matched control students in pretest‐to‐posttest gains on tests of spatial ability. However, Tetris‐experienced participants were more likely to use an alternative type of mental rotation for Tetris shapes than were Tetris‐inexperienced participants. The results suggest that spatial expertise is highly domain‐specific and does not transfer broadly to other domains. Copyright © 2002 John Wiley & Sons, Ltd.  相似文献   

2.
Computer games are now a significant consumption activity in consumer culture. Informed by interdisciplinary studies and drawing on data from in‐depth interviews with players of the Warcraft III computer game, we explore the relationship between play and storytelling during digital play. Understanding that such play is determined by systems of game rules and that computer game characters and settings are capable of conveying cultural meanings to players, we found that the rules of play in computer games can be designed in ways that encourage consumers to co‐create meaningful story plots derived from their knowledge of myth and fiction. In the case of Warcraft, these plots resembled the archetypal plot of the hero's journey. We conclude that computer games immerse consumers in a form of playful consumption that engages them in memorialised, co‐authored storytelling. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

3.
This study investigates how game playing experience changes when a story is added to a first‐person shooter game. Dependent variables include identification, presence, emotional experiences and motivations. When story was present, game players felt greater identification, sense of presence, and physiological arousal. The presence of story did not affect self‐reported arousal or dominance. This study clearly demonstrates that story is something that video game players enjoy; it helps involve them in the game play, makes them feel more immersed in the virtual environment, and keeps them aroused. The greater character identification may be especially worrisome, as past research has shown that justified media violence disinhibits actual aggression on the part of the audience.  相似文献   

4.
5.
Aggressive players who intentionally cause injury to their opponents are common in many sports, particularly collision sports such as Rugby Union. Although some acts of aggression fall within the rules (sanctioned), others do not (unsanctioned), with the latter tending to be less acceptable than the former. This study attempts to identify characteristics of players who are more likely to employ unsanctioned methods in order to injure an opponent. Male Rugby Union players completed questionnaires assessing aggressiveness, anger, past aggression, professionalization, and athletic identity. Players were assigned to one of two groups based on self‐reported past unsanctioned aggression. Results indicated that demographic variables (e.g., age, playing position, or level of play) were not predictive of group membership. Measures of aggressiveness and professionalization were significant predictors; high scores on both indicated a greater probability of reporting the use of unsanctioned aggressive force for the sole purpose of causing injury or pain. In addition, players who had been taught how to execute aggressive illegal plays without detection were also more likely to report using excessive force to injure an opponent. Results provide further support that highly professionalized players may be more likely to use methods outside the constitutive rules of Rugby Union in order to intentionally injure their opponents. Results are discussed within the context of the increasing win‐at‐all‐cost attitude that is becoming more prevalent in sport and its implications for youth athletes. Aggr. Behav. 35:237–243, 2009. © 2009 Wiley‐Liss, Inc.  相似文献   

6.
There is a tendency in decision‐making research to treat uncertainty only as a problem to be overcome. But it is also a feature that can be leveraged, particularly in social interaction. Comparing the behavior of profitable and unprofitable poker players, we reveal a strategic use of information processing that keeps decision makers unpredictable. To win at poker, a player must exploit public signals from others. But using public inputs makes it easier for an observer to reconstruct that player's strategy and predict his or her behavior. How should players trade off between exploiting profitable opportunities and remaining unexploitable themselves? Using a recent multivariate approach to information theoretic data analysis and 1.75 million hands of online two‐player No‐Limit Texas Hold'em, we find that the important difference between winning and losing players is not in the amount of information they process, but how they process it. In particular, winning players are better at integrative information processing—creating new information from the interaction between their cards and their opponents’ signals. We argue that integrative information processing does not just produce better decisions, it makes decision‐making harder for others to reverse engineer, as an expert poker player's cards act like the private key in public‐key cryptography. Poker players encrypt their reasoning with the way they process information. The encryption function of integrative information processing makes it possible for players to exploit others while remaining unexploitable. By recognizing the act of information processing as a strategic behavior in its own right, we offer a detailed account of how experts use endemic uncertainty to conceal their intentions in high‐stakes competitive environments, and we highlight new opportunities between cognitive science, information theory, and game theory.  相似文献   

7.
Individuals who have domain‐specific knowledge, such as chess players and dancers, have been found to use schemas to organize and anticipate information. We examined whether multiplayer online battle arena (MOBA) game players use a similar strategy. Participants were presented with a memory task where they recalled the status of game features as displayed on a mini‐map. The task contained two conditions: a condition where game features were arranged in a manner consistent with gameplay and a condition where game features were arranged in a random manner. Recall accuracy for highly structured game features was affected by whether a mini‐map was consistent or arbitrarily arranged and varied with participants' MOBA expertise. This is in line with previous expertise research that has found that knowledge of underlying probability structures of events contained within schemas is indicative of domain‐specific knowledge. This suggests that MOBA players can be used to study skill acquisition.Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

8.
Poker players make strategic decisions on the basis of imperfect information, which are informed by their assessment of the probability they will hold the best set of cards among all players at the conclusion of the hand. Exact mental calculations of this probability are impossible—therefore, players must use judgment to estimate their chances. In three studies, 69 moderately experienced poker players estimated the probability of obtaining the best cards among all players, based on the limited information that is known in the early stages of a hand. Although several of the conditions typically associated with well‐calibrated judgment did not apply, players' judgments were generally accurate. The correlation between judged and true probabilities was r > .8 for over five‐sixths of the participants, and when judgments were averaged across players and within hands this correlation was .96. Players slightly overestimated their chance of obtaining the best cards, mainly where this probability was low to moderate (<.7). Probability estimates were slightly too strongly related to the strength of the two cards that a player holds (known only to themselves), and insufficiently influenced by the number of opponents. Seemingly, players show somewhat insufficient regard for the cards that other players could be holding and the potential for opponents to acquire a strong hand. The results show that even when judgment heuristics are used to good effect in a complex probability estimation task, predictable errors can still be observed at the margins of performance. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   

9.
Can subsidies promote Pareto‐optimum coordination? We found that partially subsidizing the cooperative actions for two out of six players in a laboratory coordination game usually produced better coordination and higher total social welfare with both deterministic and stochastic payoffs. Not only were the subsidized players more likely to cooperate (choose the Pareto‐optimum action), but the unsubsidized players increased their expectations on how likely others would cooperate, and they cooperated more frequently themselves. After removal of the subsidy, high levels of coordination continued in most groups with stochastic payoffs but declined in deterministic ones. This carry‐over disparity between the deterministic and stochastic settings was consistent with the economic theories that agents were more likely to keep the status quo option under uncertainty than without uncertainty. Hence, players with stochastic payoffs were more likely to keep the high coordination level (status quo) brought by the subsidy in the previous subsidy session. A post‐game survey also indicated that with stochastic payoffs, players focused on risk reduction. Temporary subsidies promoted lasting coordination because even after subsidy was removed, players still assumed that others players would prefer reduced risks from cooperation. With deterministic payoffs, however, the subsidy might crowd out other rationales for coordination, with many players indicating that the subsidy was the only reason for anyone to cooperate. Hence, the coordination level dropped when the subsidy was removed. Copyright © 2014 John Wiley & Sons, Ltd.  相似文献   

10.
This research examines adults', and for the first time, children's and adolescents' reaction to being ostracized and included, using an on‐line game, ‘Cyberball’ with same and opposite sex players. Ostracism strongly threatened four primary needs (esteem, belonging, meaning, and control) and lowered mood among 8‐ to 9‐year‐olds, 13‐ to 14‐year‐olds, and adults. However, it did so in different ways. Ostracism threatened self‐esteem needs more among 8‐ to 9‐year‐olds than older participants. Among 13‐ to 14‐year‐olds, ostracism threatened belonging more than other needs. Belonging was threatened most when ostracism was participants' first experience in the game. Moreover, when participants had been included beforehand, ostracism threatened meaning needs most strongly. Gender of other players had no effect. Practical and developmental implications for social inclusion and on‐line experiences among children and young people are discussed.  相似文献   

11.
The current research addresses the psychological benefits of superstitious rituals in top sport, examining the circumstances under which top‐class sportspersons are especially committed to enacting rituals prior to a game (ritual commitment). Consistent with the hypotheses, findings revealed that ritual commitment is greater when (a) uncertainty is high rather than low; and (b) importance of the game is high rather than low. Complementary analyses revealed that the state of psychological tension mediated both effect of importance and uncertainty on ritual commitment. Moreover, players with an external locus of control exhibited greater levels of ritual commitment than did players with an internal locus of control. The results are discussed in terms of the tension‐regulation function of superstitious rituals in top sport.  相似文献   

12.
Complex problem solving is often an integration of perceptual processing and deliberate planning. But what balances these two processes, and how do novices differ from experts? We investigate the interplay between these two in the game of SET. This article investigates how people combine bottom‐up visual processes and top‐down planning to succeed in this game. Using combinatorial and mixed‐effect regression analysis of eye‐movement protocols and a cognitive model of a human player, we show that SET players deploy both bottom‐up and top‐down processes in parallel to accomplish the same task. The combination of competition and cooperation of both types of processes is a major factor of success in the game. Finally, we explore strategies players use during the game. Our findings suggest that within‐trial strategy shifts can occur without the need of explicit meta‐cognitive control, but rather implicitly as a result of evolving memory activations.  相似文献   

13.
This study aimed to demonstrate that one of the main sources of information that tennis players use to anticipate their opponents' strokes is prior knowledge of the upcoming events likely to develop when the player has the opportunity to impose his or her playing intent. Seventeen experienced male players were faced with simulated on‐court situations with three different delivery conditions such that their tactical initiative was high, moderate or weak (reflecting the possibilities of controlling rallies). Each situation finished with a passing shot from the opponent that the participant had to intercept with a volley stroke in the absence of visual information (vision occluded before the opponent's stroke). Analysis of directional responses showed that the participants were more accurate if they were in firm control of the rallies (high level of tactical initiative). Forecasts were also found to be more accurate for down‐the‐line backhand shots. These findings increase our understanding of anticipation in tennis. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

14.
It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress was measured using cardiac coherence, defined as the synchronization of the rhythm of breathing to the rhythm of the heart. We predicted that cardiac coherence would mediate the link between exposure to violent video games and subsequent aggression. Specifically, we predicted that playing a violent video game would decrease cardiac coherence, and that cardiac coherence, in turn, would correlate negatively with aggression. Participants (N = 77) played a violent or nonviolent video game for 20 min. Cardiac coherence was measured before and during game play. After game play, participants had the opportunity to blast a confederate with loud noise through headphones during a reaction time task. The intensity and duration of noise blasts given to the confederate was used to measure aggression. As expected, violent video game players had lower cardiac coherence levels and higher aggression levels than did nonviolent game players. Cardiac coherence, in turn, was negatively related to aggression. This research offers another possible reason why violent games can increase aggression—by inducing stress. Cardiac coherence can be a useful tool to measure stress induced by violent video games. Cardiac coherence has several desirable methodological features as well: it is noninvasive, stable against environmental disturbances, relatively inexpensive, not subject to demand characteristics, and easy to use. Aggr. Behav. 39:64‐70, 2013. © 2012 Wiley Periodicals, Inc.  相似文献   

15.
The effects of trash talk and competition outcome on self‐efficacy and affect were examined in 40 Madden? NFL 08 football video game players randomly assigned to two conditions: silence talk, where they played the first game in complete silence; and the second trash talking. Measures of self‐efficacy, positive affect (PA), and negative affect (NA) were administered. Results revealed that players enforced to be silent in the first game instantaneously exhibited lower self‐efficacy, lower PA, and higher NA than players permitted to talk in Game 1. However, players subsequently instructed to remain silent in the second game showed markedly decreased self‐efficacy compared to players permitted to talk in Game 2. Results are interpreted in light of the social‐cognitive‐motivational theory.  相似文献   

16.
Playing chess requires problem‐solving capacities in order to search through the chess problem space in an effective manner. Chess should thus require planning abilities for calculating many moves ahead. Therefore, we asked whether chess players are better problem solvers than non‐chess players in a complex planning task. We compared planning performance between chess (N=25) and non‐chess players (N=25) using a standard psychometric planning task, the Tower of London (ToL) test. We also assessed fluid intelligence (Raven Test), as well as verbal and visuospatial working memory. As expected, chess players showed better planning performance than non‐chess players, an effect most strongly expressed in difficult problems. On the other hand, they showed longer planning and movement execution times, especially for incorrectly solved trials. No differences in fluid intelligence and verbal/visuospatial working memory were found between both groups. These findings indicate that better performance in chess players is associated with disproportionally longer solution times, although it remains to be investigated whether motivational or strategic differences account for this result.  相似文献   

17.
So far, a substantial amount of assessment center (AC) studies have aimed to improve the quality of the AC method by focusing on the assessors. However, systematic studies about the role‐player in AC exercises are nonexistent. This is surprising as the role‐player might serve as a key figure for consistently evoking job‐relevant behavior across candidates. Therefore, this study focused on the ‘role’ of role‐players in ACs. We examined the effects of instructing role‐players to use prompts among 233 candidates. Results suggest that role‐players are able to use prompts and that their negative impact on candidates' reactions is negligible. In addition, some AC dimensions (problem solving and interpersonal sensitivity) were better measured when role‐players used prompts. No effects on interrater reliability were found.  相似文献   

18.
This article investigates the ways in which players of massively multiplayer online role‐playing games (MMORPGs) internalize being a player into their self‐concept. In accordance with the social identity framework, we assume that being a player and being a member of a guild within the game can both shape the social identity of members. In two studies, we survey players inside or outside the MMORPG. Players are interviewed either at an interguild comparison level or at the more inclusive level of MMORPG players. Study 1 (n = 84) reveals favoritism for the in‐group guild in a within‐game context, and Study 2 (n = 200) shows that valuation of and identification with the in‐group are moderated by the interview context and the level of category inclusion: Inside the game, the guild is more valued and identification is emphasized. In contrast, valuation of and identification with MMORPG players is not influenced by the interview context. Together, by examining both valuation and identification processes, this research reveals that playing online games may be self‐involving because being a player, but also being a member of a guild, directly contribute to the social identity. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

19.
In social interactions, decision makers are often unaware of their interdependence with others, precluding the realization of shared long‐term benefits. In an experiment, pairs of participants played an Iterated Prisoner's Dilemma under various conditions involving differing levels of interdependence information. Each pair was assigned to one of four conditions: “No‐Info” players saw their own actions and outcomes, but were not told that they interacted with another person; “Min‐Info” players knew they interacted with another person but still without seeing the other's actions or outcomes; “Mid‐Info” players discovered the other's actions and outcomes as they were revealed over time; and “Max‐Info” players were also shown a complete payoff matrix mapping actions to outcomes from the outset and throughout the game. With higher levels of interdependence information, we found increased individual cooperation and mutual cooperation, driven by increased reciprocating cooperation (in response to a counterpart's cooperation). Furthermore, joint performance and satisfaction were higher for pairs with more information. We discuss how awareness of interdependence may encourage cooperative behavior in real‐world interactions. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

20.
We examined how a friend's presence affects a performer's prefrontal activation in daily‐life activities using two wireless portable near‐infrared spectroscopy (NIRS) devices. Participants played a driving video game either solely in the single group or with a friend in the paired group. The two groups (single and paired) were subdivided according to their game proficiency (low and high). The NIRS data demonstrated a significant interaction of group by proficiency. Low‐proficiency players in the paired group showed lower activation than those in the single group, but high‐proficiency players did not. In the paired group, high‐proficiency players showed higher activation than low‐proficiency players, but not in the single group. These results suggest that NIRS detects social presence effects in everyday situations: decreasing prefrontal activation in low‐proficiency performers due to tension reduction and increasing prefrontal activation in high‐proficiency performers due to increased arousal.  相似文献   

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