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1.
使用中性视频游戏和亲社会视频游戏,采用单次双人给予倾向困境任务和辣酱范式分别测量被试的合作倾向和攻击倾向,旨在探究竞争性视频游戏情境对玩家合作倾向和攻击倾向的影响。结果发现:(1)在对合作倾向的影响上,无论是玩中性视频游戏还是亲社会视频游戏,竞争情境相比单人情境均能显著降低玩家的合作倾向;(2)在对攻击倾向的影响上,玩中性视频游戏,竞争情境相比单人情境能显著提高玩家的攻击倾向;但玩亲社会视频游戏,竞争情境与单人情境对玩家攻击倾向的影响差异不显著。本研究表明,游戏情境是影响玩家行为倾向的重要因素之一,在非暴力视频游戏中竞争情境对玩家行为倾向会产生消极影响,亲社会视频游戏在一定程度上能抑制竞争情境的消极效应。  相似文献   

2.
Parties in real-world conflicts often attempt to punish each other's behavior. If this strategy fails to produce mutual cooperation, they may increase punishment magnitude. The present experiment investigated whether delay-reduction - potentially less harmful than magnitude increase - would generate mutual cooperation as interactions are repeated. Participants played a prisoner's dilemma game against a computer that played a tit-for-tat strategy, cooperating after a participant cooperated, defecting after a participant defected. For half of the participants, the delay between their choice and the computer's next choice was long relative to the delay between the computer's choice and their next choice. For the other half, long and short delays were reversed. The tit-for-tat contingency reinforces the other player's cooperation (by cooperating) and punishes the other player's defection (by defecting). Both rewards and punishers are discounted by delay. Consistent with delay discounting, participants cooperated more when the delay between their choice and the computer's cooperation (reward) or defection (punishment) was relatively short. These results suggest that, in real-world tit-for-tat conflicts, decreasing delay of reciprocation or retaliation may foster mutual cooperation as effectively as (or more effectively than) the more usual tactic of increasing magnitude of reciprocation or retaliation.  相似文献   

3.
郝宁  吴庆麟 《应用心理学》2005,11(3):254-258
以AOC电子竞技运动为研究领域,通过考察97名顶级高手对16种领域相关活动的评价以探索该领域的刻意训练活动,并进一步分析3种水平共271名被试进行刻意训练活动对其竞技水平的影响作用。结果发现,在AOC电子竞技运动领域存在3种刻意训练活动;不同水平被试进行刻意训练活动的时间量存在差异;刻意训练活动的时间量可有效预测竞技水平,而经验年份对竞技水平无预测作用;刻意训练活动的娱乐性因领域而异,且在不同水平被试间存在差异。  相似文献   

4.
In many competitive sports, players try to deceive their opponents about their behavioral intentions by using specific body movements or postures called fakes. For example, fakes are performed in basketball when a player gazes in one direction but passes or shoots the ball in another direction to avert efficient defense actions. The present study aimed to identify the cognitive processes that underlie the effects of fakes. The paradigmatic situation studied was the head fake in basketball. Observers (basketball novices) had to decide as quickly as possible whether a basketball player would pass a ball to the left or to the right. The player's head and gaze were oriented in the direction of an intended pass or in the opposite direction (i.e., a head fake). Responding was delayed for incongruent compared to congruent directions of the player's gaze and the pass. This head fake effect was independent of response speed, the presence of a fake in the immediately preceding trial, and practice with the task. Five further experiments using additive-factors logic and locus-of-slack logic revealed a perceptual rather than motor-related origin of this effect: Turning the head in a direction opposite the pass direction appears to hamper the perceptual encoding of pass direction, although it does not induce a tendency to move in the direction of the head's orientation. The implications of these results for research on deception in sports and their relevance for sports practice are discussed.  相似文献   

5.
ABSTRACT This study investigates whether individual difference influences idiosyncratic experience of game playing. In particular, we examine the relationship between the game player's physical-aggressive personality and the aggressiveness of the player's game playing in violence-oriented video games. Screen video stream of 40 individual participants' game playing was captured and content analyzed. Participants' physical aggression was measured before the game play. The results suggest that people with more physical-aggressive personality engage in a more aggressive style of playing, after controlling the differences of gender and previous gaming experience. Implications of these findings and direction for future studies are discussed.  相似文献   

6.
Ida H  Fukuhara K  Sawada M  Ishii M 《Perception》2011,40(10):1221-1236
The purpose of this study was to determine the quantitative relationships between the server's motion and the receiver's anticipation using a computer graphic animation of tennis serves. The test motions were determined by capturing the motion of a model player and estimating the computational perturbations caused by modulating the rotation of the player's elbow and forearm joints. Eight experienced and eight novice players rated their anticipation of the speed, direction, and spin of the ball on a visual analogue scale. The experienced players significantly altered some of their anticipatory judgment depending on the percentage of both the forearm and elbow modulations, while the novice players indicated no significant changes. Multiple regression analyses, including that of the racket's kinematic parameters immediately before racket-ball impact as independent variables, showed that the experienced players demonstrated a higher coefficient of determination than the novice players in their anticipatory judgment of the ball direction. The results have implications on the understanding of the functional relation between a player's motion and the opponent's anticipatory judgment during real play.  相似文献   

7.
The authors examined emotional valence- and arousal-related phasic psychophysiological responses to different violent events in the first-person shooter video game "James Bond 007: NightFire" among 36 young adults. Event-related changes in zygomaticus major, corrugator supercilii, and orbicularis oculi electromyographic (EMG) activity and skin conductance level (SCL) were recorded, and the participants rated their emotions and the trait psychoticism based on the Psychoticism dimension of the Eysenck Personality Questionnaire--Revised, Short Form. Wounding and killing the opponent elicited an increase in SCL and a decrease in zygomatic and orbicularis oculi EMG activity. The decrease in zygomatic and orbicularis oculi activity was less pronounced among high Psychoticism scorers compared with low Psychoticism scorers. The wounding and death of the player's own character (James Bond) elicited an increase in SCL and zygomatic and orbicularis oculi EMG activity and a decrease in corrugator activity. Instead of joy resulting from victory and success, wounding and killing the opponent may elicit high-arousal negative affect (anxiety), with high Psychoticism scorers experiencing less anxiety than low Psychoticism scorers. Although counterintuitive, the wounding and death of the player's own character may increase some aspect of positive emotion.  相似文献   

8.
攻击性网络游戏对个体内隐攻击性的影响   总被引:14,自引:0,他引:14  
陈美芬  陈舜蓬 《心理科学》2005,28(2):458-460
本研究考察了攻击性网络内容对个体内隐攻击性的影响,结果发现,攻击性网络内容可以提高网络游戏接触者的内隐攻击性,同时被试的性别影响了攻击性网络内容的影响程度。  相似文献   

9.
Gilovich, Vallone, and Tversky's (1985) analysis of basketball data indicates that a player's chances of making a shot are not affected by the results of earlier shots. However, their basketball data do not control for several confounding influences. An analysis of horseshoe pitching, which does not have these defects, indicates that players do have modest hot and cold spells.  相似文献   

10.
In the present study, the interplay of player performance, game-related self-efficacy experiences, and the resulting effects on game enjoyment are investigated. We hypothesized that a player's performance stimulates enjoyment via its potential to stimulate game-related self-efficacy experiences. In a laboratory setting, participants (N?=?213) played a jump 'n' run game. Their performance during game play was recorded by log-file software, and efficacy and enjoyment were assessed with questionnaires. As predicted, both player performance and game-related self-efficacy experience were significant predictors of enjoyment. Furthermore, the results demonstrate that game-related self-efficacy experience significantly mediates the relationship between player performance and game enjoyment.  相似文献   

11.
Detecting cooperative partners in situations that have financial stakes is crucial to successful social exchange. The authors tested whether humans are sensitive to subtle facial dynamics of counterparts when deciding whether to trust and cooperate. Participants played a 2-person trust game before which the facial dynamics of the other player were manipulated using brief (<6 s) but highly realistic facial animations. Results showed that facial dynamics significantly influenced participants' (a) choice of with whom to play the game and (b) decisions to cooperate. It was also found that inferences about the other player's trustworthiness mediated these effects of facial dynamics on cooperative behavior.  相似文献   

12.
We developed a technique to observe and characterize a novice real-time-strategy (RTS) player's mental model as it shifts with experience. We then tested this technique using an off-the-shelf RTS game, EA Games Generals. Norman defined mental models as, "an internal representation of a target system that provides predictive and explanatory power to the operator." In the case of RTS games, the operator is the player and the target system is expressed by the relationships within the game. We studied five novice participants in laboratory-controlled conditions playing a RTS game. They played Command and Conquer Generals for 2 h per day over the course of 5 days. A mental model analysis was generated using player dissimilarity-ratings of the game's artificial intelligence (AI) agents analyzed using multidimensional scaling (MDS) statistical methods. We hypothesized that novices would begin with an impoverished model based on the visible physical characteristics of the game system. As they gained experience and insight, their mental models would shift and accommodate the functional characteristics of the AI agents. We found that all five of the novice participants began with the predicted physical-based mental model. However, while their models did qualitatively shift with experience, they did not necessarily change to the predicted functional-based model. This research presents an opportunity for the design of games that are guided by shifts in a player's mental model as opposed to the typical progression through successive performance levels.  相似文献   

13.
Classic game theory considers defection to be the rational choice in the Prisoner's Dilemma. Although defection maximizes a player's gain regardless of the opponent's choice, many players cooperate. We suggest that cooperation can be explained in part by expectations of reciprocal behavior, that is, by the belief that players facing the same situation probably will come to the same decision. In Experiment 1, expectations of reciprocity were experimentally manipulated. As predicted, cooperation increased monotonically with these expectations. In Experiment 2, experimentally manipulated expectations of opponent cooperation were not associated with higher rates of cooperation. These findings are interpreted in light of a general model of payoff maximization, and implications for other models (e.g., social value orientation) are discussed.  相似文献   

14.
Abernethy B  Zawi K  Jackson RC 《Perception》2008,37(6):931-948
Three experiments were undertaken to ascertain the extent to which expertise in natural anticipatory tasks is characterised by superior attunement to the biomechanical (kinematic) constraints of the movement pattern being observed. Twelve world-class and twelve non-expert badminton players were required to predict the depth of an opponent's stroke from either video displays or point-light displays of the opposing player's hitting action. The information available within the displays was manipulated through temporal and/or spatial occlusion. Consistent with predictions that can be derived from the constraint-attunement hypothesis (Vicente and Wang, 1998 Psychological Review 105 33-57), experts showed: (i) an unchanged pattern of information pick-up when the display was reduced from video to point-light and only kinematic information was available; (ii) superior information pick-up from kinematic features that non-experts could use; and (iii) attunement to early kinematic information from the lower body to which non-experts were not sensitive. Consistent with predictions that can be derived from a common-coding perspective (Prinz, 1997 European Journal of Cognitive Psychology 9 129-154), the anticipation of stroke depth was facilitated more for experts than non-experts when the perceptual display provided linked segment information reminiscent of the cross-segmental torque transfers that occur during expert movement production.  相似文献   

15.
One's feelings of intimacy and connectedness with distal, fictional media characters are referred to as parasocial interactions. Video games have challenged this concept, as the distance between game players and characters is greatly reduced, if not completely removed, in virtual environments. Games encourage the internalization and psychological merging of a player's and a character's mind, a multidimensional concept known as character attachment (CA). Data from our study suggest that dimensions of CA are useful in understanding both pro- and anti-social gaming motivations. Pro-social gamers feel a greater sense of control over their characters, while anti-social gamers are more likely to suspend their disbelief of the game environment and not take responsibility for their virtual actions. Pro-social gaming was more prevalent in older gamers, and younger male game characters were motivated by anti-social reasons.  相似文献   

16.
As in studies of self-control, a tit-for-tat contingency in an iterated prisoner's dilemma game creates a conflict between maximization of local and global reinforcement. The present experiments examine this conflict in a multiplayer prisoner's dilemma game. Versus tit for tat, cooperation corresponds to self-control; defection, always immediately reinforced, corresponds to impulsiveness. Three experiments examined sensitivity of behavior to the global reinforcement contingency imposed by tit for tat. Undergraduates played a five-player prisoner's dilemma game against four dummy players programmed to play tit for tat or randomly. With tit for tat, a player's cooperation (or defection) increased dummy players' cooperation (or defection) on subsequent trials-reinforcing cooperation and punishing defection in the long run. Participants cooperated at a higher rate when the dummy players played tit for tat than when the dummy players played randomly. These results are consistent with findings in corresponding studies of self-control. Some participants, caught in a trap of mutual defection with the tit-for-tat playing dummy players, came to cooperate when the tit-for-tat contingency was reset ("forgiving" participants' previous defections) during a pause in the game. This increase was a result of the combined effects of a pause and reset; neither pausing nor resetting independently resulted in an increase in cooperation.  相似文献   

17.
In the exchange paradox, two players receive envelopes containing different amounts of money. The assignment of the amounts ensures each player has the same probability of receiving each possible amount. Nonetheless, for each specific amount a player may find in his envelope, there is a positive expectation of gain if the player swaps envelopes with the other player, in apparent contradiction with the symmetry of the game. I consider a variant form of the paradox that avoids problems with improper probabilities and I argue that in it these expectations give no grounds for a decision to swap since that decision must be based on a summation of all the expectations. But this sum yields a non-convergent series that has no meaningful value. The conflicting recommendations – that it is to one or the other player's advantage to swap – arise from different ways of grouping terms in the sum that yield an illusion of convergence. I describe a generalized exchange paradox, explore some of its properties and display another example.  相似文献   

18.
19.
In two experiments, we established an order effect in responsibility attributions. In line with Spellman (Journal of Experimental Psychology: General 126: 323-348, 1997), who proposed that a person's perceived causal contribution varies with the degree to which it changes the probability of the eventual outcome, Experiment 1 showed that in a team challenge in which the players contribute sequentially, the last player's blame or credit is attenuated if the team's result has already been determined prior to her acting. Experiment 2 illustrated that this attenuation effect does not overgeneralize to situations in which the experienced order of events does not map onto the objective order of events; the level of the last person's performance is only discounted if that person knew that the result was already determined. Furthermore, Experiment 1 demonstrated that responsibility attributions remain sensitive to differences in performance, even if the outcome is already determined. We suggest a theoretical extension of Spellman's model, according to which participants' responsibility attributions are determined not only by whether a contribution made a difference in the actual situation, but also by whether it would have made a difference had things turned out somewhat differently.  相似文献   

20.
Extant literature suggests that delaying the outcomes of negotiations can have salutary effects on the joint outcomes of participants. However, this literature has not examined the impact that outcome delays have on the success of individual negotiators. We argue that in situations where a player's preference on an issue involves a lack of legitimacy, an outcome delay may advantage the presentation of that issue. In addition, we suggest that this effect is more likely to be present in situations where competition is high, specifically, where the parties have few opportunities for cooperation. An experimental dyadic negotiation exercise involving 306 undergraduate participants was conducted to test these hypotheses. Results suggest that the introduction of an outcome delay helps to reduce the negative effects of a legitimacy disadvantage in the absence of alternate opportunities for collaboration.  相似文献   

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