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1.
We analyze the dynamics of repeated interaction of two players in the Prisoner's Dilemma (PD) under various levels of interdependency information and propose an instance‐based learning cognitive model (IBL‐PD) to explain how cooperation emerges over time. Six hypotheses are tested regarding how a player accounts for an opponent's outcomes: the selfish hypothesis suggests ignoring information about the opponent and utilizing only the player's own outcomes; the extreme fairness hypothesis weighs the player's own and the opponent's outcomes equally; the moderate fairness hypothesis weighs the opponent's outcomes less than the player's own outcomes to various extents; the linear increasing hypothesis increasingly weighs the opponent's outcomes at a constant rate with repeated interactions; the hyperbolic discounting hypothesis increasingly and nonlinearly weighs the opponent's outcomes over time; and the dynamic expectations hypothesis dynamically adjusts the weight a player gives to the opponent's outcomes, according to the gap between the expected and the actual outcomes in each interaction. When players lack explicit feedback about their opponent's choices and outcomes, results are consistent with the selfish hypothesis; however, when this information is made explicit, the best predictions result from the dynamic expectations hypothesis.  相似文献   

2.
The innovative features of multi-player computer games offer compelling opportunities for self-representation during interactions, and the ways in which these avatars are chosen and manipulated may change interactive experiences. This study investigated the effects of avatar choice (choice vs. no choice) and visual point of view (POV; first-person vs. third-person) on the physiological arousal and subjective evaluations of game experiences. A 2 (Avatar Choice, No Avatar Choice) × 2 (first-person POV, third-person POV) × 2 (female players, male players) mixed-design experiment was conducted (N = 22). The results demonstrated that being able to pick the character that will represent the player in the game leads to greater arousal, especially for males. Visual POVs alone did not affect the game player's arousal, but moderated the effect of avatar choice on the game player's heart rates. Avatar choice produced a more pronounced effect in the third-person POV (where the “camera” was located behind the avatar) in which avatar choice was visually more reinforced than in the first-person POV (where the “camera” was the eyes of the avatar). The results also revealed that the gender of the game player was a significant factor in game play experience. The results suggest theoretical implications of video game self-representation and effects on game player's psychophysiological responses.  相似文献   

3.
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   

4.
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   

5.
Psychologists and baseball players were among those Americans who formed professional associations in the last quarter of the nineteenth century. Psychologists used laboratory tasks to quantify mental and behavioral processes while sportswriters and baseball organizers measured individual and team performance. The most popular baseball player of the 1920s, George Herman “Babe” Ruth, possessed superior batting skills that were evident in the statistical indices of baseball performance. In 1921, he was brought to the psychological laboratory at Columbia University to perform standard laboratory tasks in an effort to discover the basis for his success in hitting home runs and to suggest the potential of tests for identifying future baseball stars. Baseball's addiction to quantitative indices of performance was thus brought together with a new science devoted to quantitative assessment and a desire to make such assessments useful. The attempt to analyze the basis of Ruth's batting skills is part of the history of applied psychology, sport psychology, and popular interest in the science of psychology. © 1998 John Wiley & Sons, Inc.  相似文献   

6.
7.
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   

8.
Meta-analyses have shown that violent video game play increases aggression in the player. The present research suggests that violent video game play also affects individuals with whom the player is connected. A longitudinal study (N = 980) asked participants to report on their amount of violent video game play and level of aggression as well as how they perceive their friends and examined the association between the participant's aggression and their friends’ amount of violent video game play. As hypothesized, friends’ amount of violent video game play at Time 1 was associated with the participant's aggression at Time 2 even when controlling for the impact of the participant's aggression at Time 1. Mediation analyses showed that friends’ aggression at Time 1 accounted for the impact of friends’ amount of violent video game play at Time 1 on the participant's aggression at Time 2. These findings suggest that increased aggression in video game players has an impact on the player's social network.  相似文献   

9.
10.
Emotions have a major role in the player-game interaction. In serious games playing contexts, real-time assessment of the player’s emotional state is crucially important to enable an emotion-driven adaptation during gameplay. In addition, a personalized assessment and adaptation based on the player's characteristics remains a challenge for serious games designers. This paper presents a generic and efficient emotion-driven approach for personalized assessment and adaptation in serious games, in which two main methods and their algorithms are proposed. The first one is a method for assessing, in real time, the player's emotion taking into account the personality type and the playing style of the player. The second one is an emotion-driven personalized adaptation method based on Markov modeling of dependency between the serious game events and the change in the player's emotional state. Therefore, the proposed approach has been evaluated by playing an affective vs. non-affective version of a serious game that we have developed to illustrate the applicability of the above-mentioned methods. The overall results showed that owing to our approach, a serious game become able to enhance its adaptivity toward playing outcomes and improve its overall playability.  相似文献   

11.
Is there any difference between playing video games in which the player's character commits murder and video games in which the player's character commits pedophilic acts? Morgan Luck's “Gamer's Dilemma” has established this question as a puzzle concerning notions of permissibility and harm. We propose that a fruitful alternative way to approach the question is through an account of aesthetic engagement. We develop an alternative to the dominant account of the relationship between players and the actions of their characters, and argue that the ethical difference between so‐called “virtual murder” and “virtual pedophilia” is to be understood in terms of the fiction‐making resources available to players. We propose that the relevant considerations for potential players to navigate concern (1) attempting to make certain characters intelligible, and (2) using aspects of oneself as resources for homomorphic representation.  相似文献   

12.
Investigated how team success and failure are attributed to dispositional and situational factors as a function of immediate outcome of the group performance, past success of the team, and individual performance of team members within the group. 150 Little League baseball players' attributions for the team's outcome were taken separately with regard to team- and self-factors immediately after the conclusion of a game. The results reveal that success, independent of the margin of victory, is primarily assigned to effort and ability, while clear-loss is attributed to both effort and task difficulty. Conversely, bare-loss is seen to be mainly due to task difficulty and secondarily to low effort. The results are interpreted as supporting the notion of ego-centered causal judgments, but not necessarily the motive to enhance one's self, on the basis of the new proposition that effort has a different attributional meaning in the cases of success and failure; when losing effort is treated as an external factor, and when winning, effort tends to be interpreted as an internal factor. No differences with respect to attributions exist between individual players who perform poorly and those who excell within the team performance.  相似文献   

13.
The purpose of this study was to examine the main and interactive effects of motivational climate and won-lost percentage upon young athletes’ evaluations of their coaches, enjoyment of their team experience, and perceived parental liking for the coach. A total of 268 male and female youth basketball players, aged 10 to 15 years, completed the Motivational Climate Scale for Youth Sports (Smith, Cumming, & Smoll, in press) and selected attitudinal scales relating to their sport enjoyment and their evaluations of their coach. Regular season won-lost percentages were calculated for each of the 50 teams. Hierarchical linear modeling was used to predict player evaluations of the coach. Attitudes toward the coach were positively associated with perceptions of a mastery-involved climate and negatively associated with perceptions of an ego-involved climate. Won-lost percentages positively predicted players’ evaluations of their coach's knowledge and teaching ability, but accounted for far less attitudinal variance than did the motivational climate measures. Consistent with earlier findings, young athletes’ sport enjoyment, and evaluations of their coach were more strongly related to coaching behaviors than to their team's won-lost record. No significant interactions involving winning and motivational climate were found.  相似文献   

14.
Third parties in dispute settings often make predictions to disputants regarding the likely outcome of their dispute at arbitration. However, virtually no research has examined the impact of predictions on disputant satisfaction with dispute resolution procedures and outcomes. One explanation for the lack of attention to this variable may be that current theorizing regarding dispute resolution procedures is too narrowly stated to incorporate this procedural variation. Theories about predictability from nondispute settings are used to generate hypotheses regarding the consequences of such outcome prediction. In a laboratory setting, disputants prepared arguments in anticipation of an arbitration hearing. Prior to the arbitrator's decision, the experimenter read the disputants' arguments and made a prediction regarding the arbitrator's decision. Their arguments were then presented to an arbitrator who imposed a binding decision. Dependent measures include the disputants' anxiety while awaiting the arbitrator's decision, and their postdecision satisfaction with dispute resolution procedures and outcomes. Internal analyses support the hypothesis that outcome prediction has benefits for disputants' predecision coping, ratings of procedural fairness, and satisfaction judgments. Also, as hypothesized, correct predictions produced greater postdecision satisfaction with outcomes and decision-makers than did incorrect predictions.  相似文献   

15.
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   

16.
The purpose of this present study is to gauge the usefulness of head coaches’ transformational leadership in predicting followers’ individual, objectively measured performance development over time. The sample encompassed data on 22 coaches and 200 players from German professional basketball. Each player's performance was captured for approximately 20 subsequent games resulting in a sample of 3,905 measurement points. Our analyses revealed significant effects from transformational leadership facets of Articulating a Vision, Fostering the Acceptance of Group Goals, and Providing Individualized Consideration on the development of players’ performance over time.  相似文献   

17.
Participants in 2 studies received information varying in diagnosticity about another person whom they were motivated to view positively or negatively. In Study 1, participants' chances of winning a prize depended on whether another player won or lost an 11-trial game. Although estimates of this player's chances of winning were identical prior to the game, participants who wanted him to win were more optimistic than those who wanted him to lose after he was said to have won the first trial. Predictions following later trials also showed evidence of motivation, but only when participants had not made pregame predictions. Ratings after individual trials were also sensitive to whether the yoked player won or lost. In Study 2, participants received information that did or did not relate to the probable performance of their partner, opponent, or a control target in an upcoming creativity game. After receiving the information, participants rated their opponent more negatively than they did the control target, regardless of information diagnosticity, and despite the fact that participants acknowledged the difference in diagnosticity. Evidently, when seeking evidence for optimistic predictions, people may apply different standards to minimally diagnostic information depending on its favorability, despite understanding the information's low utility.  相似文献   

18.

Objective

Concussion is poorly understood by the general public who are regularly exposed to this type of injury via televised sports such as the National Rugby League (NRL). This study investigated media representations of concussion by examining the terminology used by the commentators during the 2010 and 2011 NRL seasons.

Method

Data was obtained through a surveillance design where commentary statements were recorded for each observable concussion.

Results

Dramatic terminology was the most frequently used followed by entertaining and humorous terminology. Commentators often portrayed the way the incident had occurred and the player's reaction to being concussed. However, information about a player sustaining an injury that required medical attention was rarely conveyed.

Conclusion

Media tend to trivialise concussion and this may have an impact on the public's knowledge of, and influence their response to, concussion.  相似文献   

19.
Recently, social identity approach has been giving stimulating insights in leadership in sport, considering social identification as a consequence regarding leadership processes. Nonetheless, social identity theory fundamentally posits social identification as a subjacent parameter of cognitions implied in the frame of interpersonal and intergroup relations. The current study aimed to enrich the existing literature by investigating athletes’ team identification as a predictor of the perception of coach-created climate. French male rugby union players (N = 248) completed an online survey measuring the multidimensionality of their social identification to the team, and their perception of the coach-created climate in terms of empowering and disempowering motivational climate. Using Group Actor-Partner Interdependence Modelling, the analyses revealed that the perception of the climate as empowering was driven by high scores on ingroup ties, especially when teammates’ ingroup ties scores were low. Team’s ingroup affect and cognitive centrality resulted in lower perception levels of the empowering climate. Neither player's ingroup ties nor cognitive centrality predicted the perception of the climate as empowering, and when player’s ingroup affect fitted into the group, his perception of a disempowering motivational climate decreased when ingroup affect score was high. The results are mainly discussed to the light of intergroup permeability by underlying the importance of considering social identification as a predictor of the perception of coach-athletes’ relationship. Some practical applications are put forward along with future directions for research on coach-athletes’ relationship. Especially, this study points out the importance of considering the social identity approach of leadership as a transactional relationship encapsulated in a mutual influence between the ingroup member social identification and that of the team as a whole.  相似文献   

20.
The present study examined whether Go/Nogo reaction time (RT) is a relevant index of the sport expertise relating to sport-specific decision-making. 57 male university students, 20 basketball players, 24 baseball players, and 13 sedentary students as a control group, performed a Simple RT task and Go/NoGo RT task which had baseball specific stimulus-response relations. Participants in baseball and basketball differed further in having high, medium, and low experience in the sports. For comparisons across sports, the basketball and the baseball players had significantly shorter reaction times than the nonathletes in both tasks. In contrast, reaction times varied significantly across experience for the baseball players in the Go/NoGo RT task but not for basketball players. These results suggested that Go/NoGo RT could be used as an index of expertise for sport-specific decision-making, if stimulus-response relation in Go/NoGo RT task has a natural relation for a particular sport-domain.  相似文献   

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