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1.
Despite the enormous revenues generated by the video game industry in recent years, relatively little research has been undertaken into consumer preferences and the determinants of video game consumption. This study addresses this deficiency through the analysis of data from a popular online video game that includes historic behavioural information for 1,408 consumers participating in 728,811 unique rounds of gameplay. We analyse these data with the goal of estimating determinants of the aggregate amount of time that a consumer spends playing the game. Through the estimation of duration models, we show that less experienced consumers are less likely to continue playing the game at any given point, possibly due to having achieved mastery and becoming bored. However, we also find that consumers tend to play the game for longer periods when using a wider range of character roles and vehicles, implying that a consumer's interest can be maintained through exposure to greater variety. Our results represent the first such evidence on in‐game consumer preferences, which has important implications for video game consumption through optimisation of gameplay experiences to satisfy these preferences.  相似文献   

2.
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   

3.
This article explores the effect of gender and contextual features on emotional reactions, identification toward game characters, and game enjoyment. Two aspects of contextual features are specifically examined: the moral justification of game characters and violence. An experiment was conducted by allowing participants to play either a morally justified character of a non-violent game, a morally justified character of a violent game, or a morally unjustified character of a violent game. The results show that participants felt less guilty and identified with the characters more when playing the morally justified characters of the non-violent game. Furthermore, males and females demonstrate different patterns of enjoyment to different contextual features of video games. The implications of these findings and directions for future research are discussed.  相似文献   

4.
Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.  相似文献   

5.
Previous research on video gaming mainly focused on negative impact on users. In this study, the positive impact of action video gaming among congenitally deaf subjects is investigated. Subjects possessed high level of visual information processing capacity. A 96 h of action video game play resulted in the improvement of mean reaction time (mRT) (post = 413.21 ms, pre = 453.39 ms) and certain cognitive functions. Higher heart rate variability (HRV) subjects demonstrated faster and significant improvement in mRT (p < 0.0045) after intervention. The α and β EEG band powers were found increased in parietal (6.33%, 4.28%) and occipital (8.38%, 38%) lobes respectively. The θ band power increased in frontal (32%) and parietal (13%) lobes. These results can reflect enhancement in certain cognitive performances such as visual perception, attention, memory, and motor skills. The ratio index β/(α + θ) increased in frontal and occipital lobes while β/θ increased in frontal and temporal lobes. These results may also suggest improvements in attention processing capacity and neural activity. These results implies improvements in certain aspects of cognition among deaf subjects. However, to validate these results a further study on larger number of samples with advanced computerized cognitive battery testing can be employed.  相似文献   

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8.
Japanese often find it pleasant when someone engages in amae, defined as an inappropriate request with the expectation of acceptance. Using a random sampling survey, we examined why Japanese adults feel good when a friend or an acquaintance engages in amae and when they, themselves, engage in amae. In both situations, positive attitude toward amae predicted more positive emotions. Relationship closeness and feeling of control mediated this association, and perceiving enough resources to grant the request did so only in the friend/acquaintance amae situation. Despite its inappropriateness, amae could be an effective way to seek help and express closeness with others.  相似文献   

9.
Action video game players (AVGPs) have been demonstrated to outperform non-video-game players(NVGPs) on a range of cognitive tasks. Evidence to date suggests that AVGPs’ enhanced performance in attention based tasks can be accounted for by improved top-down control over the allocation of visuospatial attention. Thus,we propose that AVGPs provide a population that can be used to investigate the role of top-down factors in key models of attention. Previous work using AVGPs has indicated that they experience less interfering effects from a salient but task-irrelevant distractor in an attentional capture paradigm (Chisholm, Hickey, Theeuwes, & Kingstone,2010). Two fundamentally different bottom-up and top-down models of attention can account for this result. In the present study, we compared AVGP and NVGP performance in an oculomotor capture paradigm to address when and how top-down control modulates capture. In tracking eye movements, we acquired an explicit measurement of attention allocation and replicated the covert attention effect that AVGPs are quicker than NVGPs to attend to a target in the presence of a task-irrelevant distractor. Critically, our study reveals that this top-down gain is the result of fewer shifts of attention to the salient distractor, rather than faster disengagement after bottom-up capture has occurred. This supports the theory that top-down control can modulate the involuntary capture of attention [added].  相似文献   

10.
This research aimed at investigating the utility of a computerized version of a cognitively stimulating activity as a video game intervention for elderly. The study focused on the effect of a 6-week extensive practice intervention on aspects of cognitive functioning (vigilance, working memory (WM), inhibition, reasoning) of old-old participants (= 29), randomly assigned to trained or active control group. The difference between groups was in the content of the extended video game practice – cognitively complex card game for trained and computerized version of a simple dice-game of chance for control participants. A pretest, posttest and a 4-month follow-up measurement was conducted. Results revealed improvements in both groups, except for improved reasoning found only in trained participants. These results suggest that: (1) improvements are dependent on the complexity of the program, (2) cognitively stimulating activity are a valid training procedure for old-old, (3) novelty of computer use is an important factor in determining training efficacy.  相似文献   

11.
According to flow theory, skill-demand balance is optimal for flow. Experimentally, balance has been tested only against strong overload and strong boredom. We assessed flow and enjoyment as distinct experiences and expected that they (a) are not optimized by constant balance, (b) experimentally dissociate, and (c) are supported by different personality traits. Beyond a constant balance condition (“balance”), we realized two dynamic pacing conditions where demands fluctuated through short breaks: one condition without overload (“dynamic medium”) and another with slight overload (“dynamic high”). Consistent with assumptions, constant balance was not optimal for flow (balance ≤ dynamic medium < dynamic high) and enjoyment (balance ≤ dynamic high < dynamic medium). Action orientation enabled high flow even under the suboptimal condition of balance. Sensation seeking increased enjoyment under the suboptimal but arousing dynamic high condition. We discuss dynamic changes in positive affect (seeking and mastering challenge) as an integral part of flow.  相似文献   

12.
Participants chose between reinforcement schedules differing in delay of reinforcement (interval between a choice response and onset of a video game) and/or amount of reinforcement (duration of access to the game). Experiment 1 showed that immediate reinforcement was preferred to delayed reinforcement with amount of reinforcement held constant, and a large reinforcer was preferred to a small reinforcer when both were obtainable immediately. Imposing a delay before the large reinforcer produced a preference for the immediate, small reinforcer in 40% of participants. This suggested a limited degree of “impulsivity.” In Experiment 2, unequal delays were extended by equal intervals, the amounts being kept equal. Preference for the shorter delay decreased, an effect that presumably makes possible the “preference reversal” phenomenon in studies of self-control. Overall, the results demonstrate that video game playing can produce useful, systematic data when used as a positive reinforcer for choice behavior in humans.  相似文献   

13.
A group of 97 participants who were monolingual or bilingual and who had extensive practice playing computer video games or not completed two Simon tasks. The tasks were presented in two conditions that manipulated the number of response switches required in each block of trials. Bilingualism and video-game experience each influenced a different aspect of performance: Video-game players were faster in most conditions, including control conditions that did not include conflict from irrelevant position; bilinguals were faster only in a condition that required the most controlled attention to resolve conflict from the position and the stimulus. The results show the potential of experience to modify performance and point to subtle processing differences in various versions of the Simon task.  相似文献   

14.
The paper outlines the advantages and disadvantages of using the Internet to collect data concerning both online and offline gamers. Drawing from experience of a number of studies carried out online by the authors and by reviewing the available literature, the authors discuss the main issues concerning data collected from video game players. The paper examines a number of areas, including recruiting and utilizing participants, validity, suitable methods of data collection (i.e., questionnaire studies, online tests, participant observation, online interviews), and ethical issues. It is concluded that online research methods can be a useful way of examining the psychosocial aspects of video game playing.  相似文献   

15.
In this study, we attempt to identify motives pivotal in choices made regarding online and offline game genres and assess whether they are meaningful predictors of Internet addiction. A separate goal was to determine how an assessment of Internet-related cognitions compares to criteria-based research instruments on Internet addiction, and demonstrate its clinical usefulness. We are using data from a cross-sectional study of the entire adolescent student population aged 12-18 of the island of Kos. Results indicate that specific game genres and motives for choosing a game are important predictors of Internet addiction, even after accounting for sociodemographic and Internet-use-related variables. Gender differences are not statistically important when we account for genre choices and motives for choosing them. Boys' thought content tends to revolve more around their Internet use compared to girls. Several patterns of motives to play specific genres were identified with the help of a canonical correlation analysis, demonstrating the fact that the simple observation of overt behavior is not enough to deduce the meaning of these actions for the individual. Using multiple measures of online addiction, examining genre preferences and underlying motives for choosing a game can be helpful in reaching a better understanding of the individual game player.  相似文献   

16.
ABSTRACT

Aesthetic elements such as soundtrack music have been neglected in game entertainment research. Based on previous work in games research and the psychology of film soundtracks (Cohen, 2001), we test the hypotheses that soundtrack music contributes to players‘ enjoyment via intensification of emotions (affective route) and via amplification of the sense of spatial presence and identification with the game character (cognitive routes). Study 1 tested these assumptions with = 68 young male players of an episode of Assassin’s Creed: Black Flag®, either with the original soundtrack music present or absent, and reported game enjoyment, as well as scores of the assumed mediator variables afterward. In Study 2, N = 59 young males played an episode of Alien: Isolation® with soundtrack music present or absent and reported their horror experience, as well as the experiential facets as in study 1. Findings clearly show an indirect effect of soundtrack music on enjoyment through positive emotions (study 1) and an impact of (shocking) music on players’ horror experience (study 2). However, a mediation of the effect of soundtrack music on game enjoyment via spatial presence or identification was not established. We discuss implications for future research in game entertainment.  相似文献   

17.
动作视频游戏是电子竞技中受众最广、心智挑战最高的游戏项目之一。目前对动作视频游戏专业玩家的能力特征了解尚不清晰。以职业选手和排名较高的玩家为对象,横断研究发现动作视频游戏专业玩家具有更快的注意选择、更稳定的持续注意、更好的注意瞬脱表现、更高的多目标追踪能力和工作记忆容量。专业玩家更好的注意表现主要与更高的P3波幅有关,工作记忆表现与背外侧前额叶和右后顶叶等可塑性变化有关。此外,专业玩家还存在中央执行网络与多个脑网络间的功能连接增强。目前游戏训练对认知的促进程度尚不足以弥补专业玩家和新手的认知差距。基础的认知能力对玩家游戏表现的预测有限。未来可扩展更高级的游戏决策,游戏组块或游戏模式的认知研究。  相似文献   

18.
There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use.  相似文献   

19.
Video game expertise has been shown to have beneficial effects for visual attention processes, but the effects of action video game playing on executive functions, such as task switching and filtering out distracting information, are less well understood. In the main experiment presented here, video game players (VGPs) and nonplayers (nVGPs) switched between two tasks of unequal familiarity: a familiar task of responding in the direction indicated by an arrow, and a novel task of responding in the opposite direction. nVGPs had large response time costs for switching from the novel task to the familiar task, and small costs for switching from the familiar task to the novel task, replicating prior findings. However, as compared to the nVGPs, VGPs were more facile in switching between tasks, producing overall smaller and more symmetric switching costs, suggesting that experience with action video games produces improvements in executive functioning. In contrast, VGPs and nVGPs did not differ in filtering out the irrelevant flanking stimuli or in remembering details of aurally presented stories. The lack of global differences between the groups suggests that the improved task-switching performance seen in VGPs was not due to differences in global factors, such as VGPs being more motivated than nVGPs.  相似文献   

20.
Previous research has clearly demonstrated action video game improvements in visual and spatial attention. The present study investigated action video game related changes in the resolution of representations for both dynamic and stationary objects by comparing video game players (VGP) and non-video game players (NVGP). In a color wheel task (adapted from Zhang & Luck, 2008) where viewers were asked to freely recall the color of briefly presented objects, we found that VGPs were more accurate than NVGPs. Furthermore, in the Multiple Identity Tracking task (Horowitz et al., 2007), we found that VGPs were able to track not only more objects but also maintain identity of tracked objects better than NVGPs. Finally, we demonstrated that VGPs had greater attentional breadth and higher spatial representation resolution.  相似文献   

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