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1.
We observed the behaviors of the same people across five games – two prisoner’s dilemma games, a trust game (in which the subject took on the role of both truster and trustee), a dictator game, and a faith game – any pair of which was separated by an interval of several months to reduce potential carry-over effects, and found strong consistency in behaviors among these games. We also found consistency between the expectations of other players’ behaviors and the player’s own behavior across games. We further found that the consistent behavioral pro-sociality observed across different games was related to the general measures of pro-social value orientation and perceiving the game situations. These findings suggest that individual and cultural differences in game behaviors can reflect both the ways in which people perceive game situations and their general social preferences.  相似文献   

2.
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   

3.
An early version of the computer gameStar Trek was modified to conduct behavioral research. By appropriate use of the starship’s weapon and defense systems, the player can kill enemy ships and avoid destruction. The player’s moves, as well as the time and state of the game environment when each move occurs, are recorded. The procedure tracks performance changes over time very well, and allows the dissection of performance into sequences of commands that reflect the subject’s play strategy. Computer games such asStar Trek could be the basis for experiments that bridge the gap between operant and cognitive research.  相似文献   

4.
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   

5.
In classical game theory the idea that players randomize between their actions according to a particular optimal probability distribution has always been viewed as puzzling. In this paper, we establish a fundamental connection between n-person normal form games and quantum mechanics (QM), which eliminates the conceptual problems of these random strategies. While the two theories have been regarded as distinct, our main theorem proves that if we do not give any other piece of information to a player in a game, than the payoff matrix—the axiom of “no-supplementary data” holds—then the state of mind of a rational player is algebraically isomorphic to a pure quantum state. The “no supplementary data” axiom is captured in a Lukasiewicz’s three-valued Kripke semantics wherein statements about whether a strategy or a belief of a player is rational are initially indeterminate i.e. neither true, nor false. As a corollary, we show that in a mixed Nash equilibrium, the knowledge structure of a player implies that probabilities must verify the standard “Born rule” postulate of QM. The puzzling “indifference condition” wherein each player must be rationally indifferent between all the pure actions of the support of his equilibrium strategy is resolved by his state of mind being described by a “quantum superposition” prior a player is asked to make a definite choice in a “measurement”. Finally, these results demonstrate that there is an intrinsic limitation to the predictions of game theory, on a par with the “irreducible randomness” of quantum physics.  相似文献   

6.
How do people assign responsibility to individuals in a group context? Participants played a repeated trial experimental game with three computer players, in which they counted triangles presented in complex diagrams. Three between-subject conditions differed in how the group outcome was computed from the individual players’ answers. After each round, participants assigned responsibility for the outcome to each player. The results showed that participants’ assignments varied between conditions, and were sensitive to the function that translated individual contributions into the group outcome. The predictions of different cognitive models of attribution were tested, and the Structural Model (Chockler & Halpern, 2004) predicted the data best.  相似文献   

7.
In adult football, small-sided games are associated with increased action variability and suggested to promote more creative actions compared to regular 11v11 formats. This aligns with predictions from an ecological approach to perception and action that creative actions emerge in environments that grant variability in action, instead of being an expression of the individual player’s ability to generate ideas. To further evidence for this prediction, the current study aimed to expand this observation to elite youth football players. To this end, the number of different and creative actions in 4v4 small-sided game and a 11v11 regular-sided game among 10- to 12-year-old elite football players were examined. We analyzed a total of 7922 actions, which were categorized for type and creativity. Based on a subset of these actions, a panel of elite football coaches judged action types occurring below 0.5% as significantly more creative than more frequent action types. Hence, we used an occurrence of 0.5% as threshold to distinguish creative actions from non-creative actions. The results showed that the total number of actions, the number of different action types, the number creative actions and the number of different creative action types was significantly higher for the small-sided game format than the regular-sided game. In conclusion, this study confirms that in elite youth football, small-sided games induce a more variable and creative action repertoire. This shows that practitioners can design learning environments that promote the emergence of creative actions.  相似文献   

8.
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   

9.
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   

10.
陈璟  皇甫桦彦  李红 《心理科学》2012,35(3):647-653
在议价博弈中,决策者可能存在因对自己及其他参与者拥有权利的认识程度不同,从而影响其策略选择及决策行为的现象。为验证该“权利认知效应”的存在,用实验法考察了240名不同年龄被试在两种议价博弈任务——最后通牒和纳什议价中的决策表现,结果发现:(1)6到12岁儿童和大学生中均存在权利认知效应;(2)随着年龄增长,受权利认知影响的人数呈现逐渐减少的趋势;(3)在议价博弈中,儿童对分配权的认识程度高于对否决权的认知。  相似文献   

11.
Nicholas of Cusa and his daringly speculative theology seem odd matches for Blaise Pascal, the constant critic of the philosophies en vogue during his life. A commonality they share is their mutual concern for the apparent disproportion between the infinite God and the finite human. In this paper, I compare and analyse the shape this question takes in Cusanus's De ludo globi and Pascal's Pensées. Both men observe a sort of ‘ludic’ character inherent to the pursuit of bridging finite and infinite. Cusanus's ‘ball game’ realises the universe and the human being's pursuit of salvation as a circular field in which the player seeks to reach the vanishing point of its centre. Pascal likewise portrays human life as a cosmic game that everyone must ‘play’ with their ethical decisions. Ultimately, they both come to register Christ as the agent and object of their games, the divine player who fashions finitude into infinity. I conclude by sketching a way to reconcile Pascal with natural theology based on his universal game.  相似文献   

12.
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   

13.
虚拟化身(virtual avatar)是玩家在视频游戏中的虚拟自我呈现方式, 通过操控虚拟化身, 玩家可扮演不同的角色, 并拥有新的身份。作为现实自我的投射和展示, 虚拟化身会影响个体的自我认同, 并带来自我的变化。近年来, 越来越多的研究开始关注虚拟化身对个体自我的影响。大量研究表明, 在视频游戏中操纵虚拟化身进行行为和身份模拟会影响个体的自我概念。相关理论从不同视角解释了虚拟化身影响自我概念的原因。另外, 已有研究表明虚拟化身与自我概念的关系受到化身线索、视频游戏特征及个体因素的影响; 自我临场感和化身认同是虚拟化身影响自我概念的内在心理机制。未来研究应关注虚拟化身对自我概念的深层次影响和长期影响, 化身形象和行为两种线索的交互影响, 以及虚拟化身带来的自我概念改变对现实行为的影响, 并加强该领域的应用研究。  相似文献   

14.
This study assessed the role of non-verbal communication in 4-year-old children’s decisions to coordinate with others. During a “Stag Hunt” game, the child and an adult individually and continually collected low-value prizes (hares). Occasionally, an alternative option of collecting a high-value prize (stag) cooperatively with the adult arose, but entailed a risk: a lone attempt on this prize by either player would leave that player empty handed. Children coordinated with the adult to obtain the high-value prize more often when that adult made mutual eye contact and smiled at them than when she attended to the prizes only. This suggests that neither verbal nor gestural communication are necessary for coordination: Minimal, non-verbal communication enables children’s coordination with others towards joint goals.  相似文献   

15.
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   

16.
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   

17.
Xuefeng Wen  Shier Ju 《Synthese》2013,190(9):1605-1620
We associate the semantic game with chance moves conceived by Blinov with Blamey’s partial logic. We give some equivalent alternatives to the semantic game, some of which are with a third player, borrowing the idea of introducing the pseudo-player called Nature in game theory. We observe that IF propositional logic proposed by Sandu and Pietarinen can be equivalently translated to partial logic, which implies that imperfect information may not be necessary for IF propositional logic. We also indicate that some independent quantifiers can be regarded as dependent quantifiers of indeterminate sequence, using the interjunction connective in partial logic. We conclude our paper by indicating some further research in a more general setting.  相似文献   

18.
This paper describes an innovative investigation of commonsense conceptions of emotion using a two-person game where one player asked questions intended to determine the nature of an emotional state imagined by the other player. All questions used by players were then sorted into categories by expert judges. Based on cluster analysis, questions were categorized as relating to ‘causes’, ‘characteristics’, and ‘consequences’ of emotional states. Potential advantages and applications of this technique are discussed.  相似文献   

19.
Paweł Urzyczyn 《Studia Logica》2016,104(5):957-1001
We investigate a simple game paradigm for intuitionistic logic, inspired by Wajsberg’s implicit inhabitation algorithm and Beth tableaux. The principal idea is that one player,  ?ros, is trying to construct a proof in normal form (positions in the game represent his progress in proof construction) while his opponent, ?phrodite,  attempts to build a counter-model (positions or plays can be seen as states in a Kripke model). The determinacy of the game (a proof-construction and a model-construction game in one) implies therefore both completeness and semantic cut-elimination.  相似文献   

20.
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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