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1.
楚啸原  刘珂  理原  雷雳 《心理科学》2021,(1):134-140
基于技术接受模型考察了网络游戏中虚拟商品感知易用性对其使用意愿的影响,以及感知有用性、玩家神经质在其中的作用。采用虚拟商品使用意愿问卷、感知易用性问卷、感知有用性问卷和大五人格量表神经质分量表对559名有过网络游戏经验的大学生进行调查。结果显示:(1)虚拟商品的感知易用性可显著正向预测使用意愿;感知有用性在两者间起中介作用;(2)虚拟商品感知有用性的中介作用受到玩家神经质的调节:对于低神经质的玩家,该间接效应显著;而对于高神经质的玩家,该间接效应不显著。  相似文献   

2.
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   

3.
The interpretation of character motivations is a crucial part of the understanding of many narratives, including those found in video games. This interpretation can be complicated in video games by the player performing the role of a player‐character within the game narrative. Such performance finds the player making choices for the character and also interpreting the resulting character actions and their effect on the game's narrative. This can lead to interpretative difficulties for game narratives and their players: if a decision to act is made by the player, is it that the player's own imaginative reasons for acting warrant some narrative interpretations and exclude others? To answer this I argue that we need to investigate (a) the interactive ontology of video game narratives, (b) the notion of game playing as interpretative performance, and (c) the player‐character, an artifact through which performance is focused in narrative games. Doing so shows there to be at least two problems with the notion of the correct interpretation of narrative games. Neither of these problems entirely negates the normativity of game narratives, however, and so players are left with the problem of how they might decide which of the possible playings are warranted. I end by making some practical suggestions for the thoughtful and narratively interested game player.  相似文献   

4.
Performance following ego threat has often been studied in the laboratory under conditions, which may limit external validity. In the current investigation, Men’s college basketball games were studied focusing on attempts at shot that completely missed the basket and are thus known colloquially as “air ball” shots (ABS). When an away player launches an ABS, the home crowd is likely to recite in unison an “air ball, air ball” chant (ABC) to single him out for a uniquely subpar performance. Similar poor performance by a home player is almost always ignored. An archival exploration showed that away players who shot an ABS had a lower success rate in the shot immediately after, as compared to home players launching an ABS, however, this difference was unrelated to ABC. Also, players with a better shooting ability were better able to deal with the debilitating effects. The results expand ego threat research and are discussed in the context of ego‐depletion and a model is proposed to predict performance quality in social context when the negative feedback is delivered by partisans and one’s knowledge of his skill level is known.  相似文献   

5.
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   

6.
Decentralized punishment can maintain contributions to a public good at a high level. This positive effect holds even for situations involving inequality in punishment power, meaning that the relative costs for punishment differ between persons. We extend this line of research by examining the additional influence of instability of and thus potential competition for punishment power in public good experiments. As in previous research, inequality is operationalized by assigning the role of a ‘strong player’ to one group member, who can punish others at a reduced cost compared to other players. Instability is operationalized by the fact that the role assignment can change across rounds and is contingent on behavior in previous rounds. Three experiments show that under unequal, unstable (punishment‐) power, individuals behave more competitively and engage in a race for power resulting in detrimental effects for the group. Specifically, we find that (i) unstable power goes along with a disproportionate use of punishment; (ii) not inequality by itself but rather the combination of instability and inequality causes this effect; and (iii) this excessive use of punishment is found not only when the role of the strong player is assigned to individuals who previously behaved rather selfishly but also when prosocial behavior leads to the top, speaking for a generalizability of our findings. Implications for organizational settings are discussed. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

7.
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   

8.
Complementarity games are explorative games between two players. The deterministic rules of the game are known to both players. The first player freely chooses among a finite number of states of the game but tells nobody of this decision. The second player accesses the game only by primitive, symbolic input‐output interfaces. The task of the second player is to find out the unknown state by input‐output experiments. The logic resulting from this scenario resembles‐ quantum logic in many aspects. It is the empirical logic of choice for virtual realities.  相似文献   

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10.
The present research tests the idea that playing a team‐player video game in which players work together as teammates and assist each other in achieving a common goal increases cooperative behavior toward a new partner. In fact, relative to a single‐player mode, cooperatively playing a video game increased cooperation in a mixed‐motive decision dilemma task. Because the players were exposed to the same video game content in both experimental conditions, the effect on cooperative behavior can only be accounted for by the different way the game was played. Mediation analyses revealed that cooperative team play promoted feelings of cohesion, which activated trust (i.e., the expectation of reciprocal cooperation), which in turn increased cooperative behavior. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

11.
This study aimed to enhance the understanding of problematic players, who have been identified as highly talented but negative influences in team sport. Using semi-structured interviews, 15 players and coaches’ experiences of problematic players were explored. Results were divided into features, causes of behavior, impacts, and managerial considerations surrounding problematic players. Findings revealed problematic players share characteristics with narcissists. From an applied perspective, the negative impacts from these players are recognized, such as negative role modeling and lower team morale. Managerial considerations for these players are discussed, which could be beneficial for coaches working with problematic players and their negativity.

Lay Summary: We explored coach and player experiences of individuals who are highly talented yet problematic. Such players can now be understood further, in terms of behaviors such as blame shifting, and their impacts such as negative role modeling and creating team divides. Creating stronger coach–player relationships were suggested for effective collaboration.  相似文献   

12.
The benefit of permanent prompts depends on the extent to which their use is generalized. Previous research has demonstrated both control by and efficacy of pictorial prompts (e.g., Phillips & Vollmer, 2012). The present studies similarly evaluated stimulus control by textual prompts. Six school aged children with intellectual disabilities were taught to complete four 5‐step instructional sets under the control of textual prompts. All 6 subjects showed some generalization to the final set. The results suggest that training served 1 of 3 purposes: (a) established control by the textual prompts or the ordinal sequence thereof, (b) addressed a reading deficit, or (c) addressed the lack of a motivating operation during baseline. Training a single task sequence may not be sufficient for acquisition of generalized textual instruction‐following. However, establishing appropriate stimulus control by the textual prompts may facilitate acquisition of a generalized repertoire.  相似文献   

13.
Research on multiparty negotiation has investigated how parties form coalitions to secure payoffs but has not addressed how emotions may affect such coalition decisions. Extending research on bilateral negotiations which has generally argued that it is beneficial to communicate anger, we argue that it constitutes a considerable risk when there are more than two people present at the negotiation table. Using a computer-mediated coalition game we show that communicating anger is a risky strategy in multiparty bargaining. The main findings of three studies were that participants: (1) form negative impressions of players who communicate anger and therefore (2) exclude such players from coalitions and from obtaining a payoff share, but (3) make considerable concessions on those rare occasions that they choose to form a coalition with an angry player, or (4) when they had to form a coalition with an angry player. We discuss the implications of these results for theorizing on emotions, negotiations, and coalition formation.  相似文献   

14.
From a game theory perspective the ability to generate random behaviors is critical. However, psychological studies have consistently found that individuals are poor at behaving randomly. In this paper we investigated the possibility that the randomness mechanism lies not within the individual players but in the interaction between the players. Provided that players are influenced by their opponent’s past behavior, their relationship may constitute a state of reciprocal causation [Cognitive Science 21 (1998) 461], in which each player simultaneously affects and is affected by the other player. The result of this would be a dynamic, coupled system. Using neural networks to represent the individual players in a game of paper, rock, and scissors, a model of this process was developed and shown to be capable of generating chaos-like behaviors as an emergent property. In addition, it was found that by manipulating the control parameters of the model, corresponding to the amount of working memory and the perceived values of different outcomes, that the game could be biased in favor of one player over the other, an outcome not predicted by game theory. Human data was collected and the results show that the model accurately describes human behavior. The results and the model are discussed in light of recent theoretical advances in dynamic systems theory and cognition.  相似文献   

15.
Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   

16.
Superior recall of domain‐specific patterns is well established as a defining attribute of expert performers. Recent studies on the developmental histories of expert team ball sport players (e.g. Baker, Côté, & Abernethy, 2003a ) also suggest that experts characteristically receive exposure to a wide range of sports in their developing years and that this related sports experience may reduce the amount of sport‐specific training needed to become an expert. This study examined whether the facilitation of expertise associated with other sport experience might arise from positive transfer of pattern recall skills from one sport to another. Expert netball, basketball and field hockey players and experienced non‐experts performed a recall task for patterns of play derived from each of these sports. Experts from sports different to those shown in the presented pattern consistently outperformed non‐experts in their recall of defensive player positions, suggesting some selective transfer of pattern recall skills may indeed be possible. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

17.
The concepts of omniscience and omnipotence are defined in 2 × 2 ordinal games, and implications for the optimal play of these games, when one player is omniscient or omnipotent and the other player is aware of his omniscience or omnipotence, are derived. Intuitively, omniscience allows a player to predict the strategy choice of an opponent in advance of play, and omnipotence allows a player, after initial strategy choices are made, to continue to move after the other player is forced to stop. Omniscience and its awareness by an opponent may hurt both players, but this problem can always be rectified if the other player is omniscient. This pathology can also be rectified if at least one of the two players is omnipotent, which can override the effects of omniscience. In some games, one player's omnipotence ‐ versus the other's ‐ helps him, whereas in other games the outcome induced does not depend on which player is omnipotent. Deducing whether a player is superior (omniscient or omnipotent) from the nature of his game playing alone raises several problems, however, suggesting the difficulty of devising tests for detecting superior ability in games.  相似文献   

18.
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   

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20.
This study examined whether people adhered to the recognition heuristic (i.e., inferred that a recognized hockey player had more total career points than an unrecognized player) and whether using this heuristic could yield accurate decisions. On paired comparisons, having participants report whether they recognized each player plus any knowledge they had about each player permitted players to be classified as either unrecognized (UR), merely recognized (MR), or recognized with additional knowledge (RK), thus producing six possible trial types. Participants adhered to the recognition heuristic on 95% of MR-UR trials and were accurate on 81% of those trials. They chose the recognized player on 98% of RK-UR trials, yielding 94% accuracy. Women had less knowledge and recognized fewer players than men, yet they were nearly as accurate as men. Future research should examine the conditions under which the recognition heuristic is an adaptive strategy.  相似文献   

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