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1.
虚拟化身是个体在虚拟环境中的自我呈现,化身形象是与特定刻板印象相联系的虚拟化身的外在表象。虚拟化身与攻击性的关系已得到证实,但还有一些问题尚需探讨。本研究通过2个实验,采用线索启动的方法,考察了化身形象、游戏暴力性和玩家性别对化身认同和攻击性的影响,以及化身认同和攻击性之间的关系。实验1结果表明:化身形象与游戏暴力性交互影响化身认同和攻击性。在暴力游戏中,化身形象对化身认同和攻击性有显著影响;在非暴力游戏中,化身形象对化身认同的影响边缘显著,但对攻击性无显著影响。对不同化身形象的认同会诱发不同的攻击性,但受游戏暴力性的影响。实验2结果表明:在暴力游戏中,化身形象与玩家性别交互影响化身认同和攻击性。女性在化身认同方面比男性更易受化身形象影响;男性在攻击性方面比女性更易受化身形象影响。对不同化身形象的认同会导致不同的攻击性,但受性别的影响。  相似文献   

2.
环形模型:整合人格研究的一种取向   总被引:1,自引:0,他引:1  
环形模型是一种用于描述具有系统有序的相关模式的一组变量的取向,它可作为研究思路、形成待检验的理论假设、分析方法、检验其他结构的法则网络系统,具有强有力的理论基础和明确的数学属性,是人格和社会心理学中一个重要的工具。人际环形模型对于人际特质结构的探讨,对人际相关心理结构的检验,以及对于人际行为的描述和预测,都有其独特的效力,是以五因素人格特质模型为代表的因素模型的一个重要互补且兼容的模型。本文就人际环形模型的理论与实践背景加以介绍,并用人际形容词量表(IAS-R)的实证数据来演示环形模型的分析和检验过程,从而对环形模型的数学属性及其分析检验方式加以阐释。最后论述了该模型对于传统人际评价的理解以及本土人格与社会心理研究的意义。  相似文献   

3.
The assessment of body image in adolescence plays a key role in investigating self-esteem development and social adjustment. In particular, these days, adolescents use more and more online tools to communicate with other people, and virtual body image represents a critical aspect for understanding the avatar development. This study aims at investigating the virtual body representation by using the "Drawing Me" graphical test with a group of Italian adolescents. Specifically, we compared body image representation in real (drawings) and virtual (avatar) life by taking gender differences into consideration. Results show that virtual body representation is more characterized by the sexual features related to body, face, and clothes and by a major number of context elements than real body representation. Gender differences confirm that girls tend to represent themselves in greater detail than boys and their avatars are rich with sexual characters. To conclude, our study illustrates that the Drawing Me test is an effective tool that analyzes the virtual body representation in an unobtrusive way, and intervention implications are discussed.  相似文献   

4.
Avatars are a unique cyber product that hold much potential to be a market success because they provide consumers with various psychological benefits such as anonymous personalization and an artificial sense of well-being in cyberspace. However, due to the very nature of avatars, consumer psychology, and the way that they are marketed to teenage consumers, avatars may also pose considerable threat to unsuspecting teenagers through addictive consumption and associated negative social consequences causing harm to the teenagers and the general public. This study deals with Korean teenagers' addiction to avatar consumption. Korean teenagers can be very stressed due to the pressure to excel in school. Addictive avatar consumption is thought to be a behavior that might reduce stress. An empirical study was conducted to elucidate this claim. Self-control theory is suggested as an explanation for addictive consumption of avatars.  相似文献   

5.
The use of virtual reality (VR) as a methodological tool is becoming increasingly popular in behavioral research as its flexibility allows for a wide range of applications. This new method has not been as widely accepted in the field of psycholinguistics, however, possibly due to the assumption that language processing during human-computer interactions does not accurately reflect human-human interactions. Yet at the same time there is a growing need to study human-human language interactions in a tightly controlled context, which has not been possible using existing methods. VR, however, offers experimental control over parameters that cannot be (as finely) controlled in the real world. As such, in this study we aim to show that human-computer language interaction is comparable to human-human language interaction in virtual reality. In the current study we compare participants’ language behavior in a syntactic priming task with human versus computer partners: we used a human partner, a human-like avatar with human-like facial expressions and verbal behavior, and a computer-like avatar which had this humanness removed. As predicted, our study shows comparable priming effects between the human and human-like avatar suggesting that participants attributed human-like agency to the human-like avatar. Indeed, when interacting with the computer-like avatar, the priming effect was significantly decreased. This suggests that when interacting with a human-like avatar, sentence processing is comparable to interacting with a human partner. Our study therefore shows that VR is a valid platform for conducting language research and studying dialogue interactions in an ecologically valid manner.  相似文献   

6.
化身认同是个体在使用和体验游戏化身的过程中,自我知觉发生暂时性改变,并与化身在情绪和认知上的联系暂时加强的心理现象,它为理解化身效应提供了新视角。目前,化身认同的测量模型主要有三维和四维结构模型,其神经机制也得到初步揭示。影响化身认同的因素主要包括游戏自身特点和个体因素。影响效果方面,化身认同与游戏体验、游戏成瘾、攻击行为和自我同一性的关系是目前关注的焦点。未来的研究,仍需深入探讨化身认同的概念与结构,研发更加有效的测量工具,拓展研究方法,丰富研究变量,并加强应用研究。  相似文献   

7.
This study examined whether a virtual avatar could be perceived as a real human by patients with mental disease, especially schizophrenia, as well as whether a virtual avatar could be applied to acquiring patients' behavior characteristics in a short conversation situation. The virtual avatar has been used for various applications which need to communicate with other person or to train or educate by showing humanlike behavior. Recently, many researches have shown that the virtual avatar technology has been enhanced and the avatar could be perceived like real human. A virtual avatar, standing in a virtual room, was designed for this study. Tasks to approach, initiate a talk, and answer to avatar's questions was assigned to the 11 patients with schizophrenia. As behavioral parameters in the virtual environment, the interpersonal distance and the verbal response time were acquired. In addition, the Positive and Negative Syndrome Scale (PANSS) for patients was administered in order to investigate the relationship between patients' symptomatic characteristics and behavior parameters. The interpersonal distance was negatively correlated with the negative syndrome scale, a subscale of PANSS, which is consistent with previous research reporting the relationship between interpersonal distance and a real person's image. The verbal response time, however, was not correlated with any other subscale of PANSS. After analyzing subitems of the negative syndrome of PANSS, two positive correlations were found: one was with blunted affect and the other was with poor rapport. We concluded that the virtual avatar could be perceived as a real human by schizophrenic patients and the avatar could draw the schizophrenic patients' behavior characteristics.  相似文献   

8.
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   

9.
The Pairwise Comparison‐based Preference Measurement (PCPM) approach has been proposed for products featuring a large number of attributes. In the PCPM framework, a static two‐cyclic design is used to reduce the number of pairwise comparisons. However, adaptive questioning routines that maximize the information gained from pairwise comparisons promise to further increase the efficiency of this approach. This paper introduces a new adaptive algorithm for PCPM, which accounts for several response errors. The suggested approach is compared with an adaptive algorithm that was proposed for the Analytic Hierarchy Process as well as a random selection of pairwise comparisons. By means of Monte Carlo simulations, we quantify the extent to which the adaptive selection of pairwise comparisons increases the efficiency of the respective approach. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   

10.
This article proposes a scale for measuring player identification in massively multiplayer online games (MMOGs). Three dimensions have been derived from the literature, avatar identification, group identification, and game identification, whereby avatar identification is a second-order factor consisting of similarity identification, wishful identification, and embodied presence. Based on the results of a cross-sectional survey of 544 World of Warcraft players, the measurement instrument's proposed factorial structure was confirmed and the constructs were successfully tested for convergent validity. Subsequently, support for nomological validity was gathered by testing nine theoretically rooted hypotheses linking the identification constructs to motivations for playing MMOGs. The results show that avatar identification is positively associated with roleplay, customization, and escapism; group identification with socializing and relationship; and game identification with escapism, discovery, advancement, and mechanics. These findings indicate that the Player Identification Scale provides a reliable measure of identification in online games ready to be used and further validated in subsequent research.  相似文献   

11.
Designing action games for appealing to buyers.   总被引:1,自引:0,他引:1  
This study aims to identify design features for action games that would appeal to game-buyers, rather than game-players. Sixteen frequent-buyers of computer games identified 39 design features that appeal to buyers by contrasting different versions of Pacman games. Twenty-eight versions of Pacman were then evaluated in terms of the identified design features by 45 participants (27 male and 18 female college students). Qnet2000 neural network software was used to determine the relative importance of these design features. The results indicated that the top 10 most important design features could account for more than 50% of "perceived fun" among these 39 design features. The feature of avatar is important to game-buyers, yet not revealed in previous player-oriented studies. Moreover, six design factors underlying the 39 features were identified through factor analysis. These factors included "novelty and powerfulness," "appealing presentation," "interactivity," "challenging," "sense of control," and "rewarding," and could account for 54% of total variance. Among these six factors, appealing presentation has not been emphasized by player-oriented research. Implications of the findings were discussed.  相似文献   

12.
Adults with developmental disabilities are less likely to meet physical activity guidelines than typically developing counterparts. Contingency management (CM) interventions increase physical activity in sedentary adults. The current study systematically replicated previous research among sedentary adults diagnosed with developmental disabilities living in a residential group home, using a token economy in the context of a CM intervention. Using a changing criterion design, participants (N = 4) were given tokens contingent on meeting increasing step goals over 8 weeks, tracked via a Fitbit Flex?. CM increased the number of steps substantially for three of four participants. These findings extend previous research supporting the use of token‐based CM interventions for increasing daily steps among individuals with developmental disabilities. Because the current study was conducted in a residential group home setting, it may offer a long‐term sustainable approach to improving the health of some individuals living with developmental disabilities.  相似文献   

13.
Drawing on the self-concept activation and goal-priming account of the priming effect, this study examined how self-concept—i.e., ideal self, ought self, and actual self—can be harnessed as a model for avatar customization in digital games to promote healthy-eating behavior. Female participants (N = 133) customized an avatar in a digital game to reflect either the ideal, ought, or actual self. Participants then selected food items for their avatar within the digital game as well as food items for themselves to eat afterward. Results suggest that for participants using an ought-self avatar, the extent to which they were conscious of their health was positively related to healthier food choice both within and after playing the game. No such effect emerged for participants who used an ideal- or actual-self avatar, indicating that participants formed the goal of being healthy only with regard to the ought self. This study demonstrates that avatar customization in a digital game can serve a regulatory function by representing individuals’ duties and responsibilities, thus, causing them to adopt such attributes manifested in their avatar during and after the game.  相似文献   

14.
Cognitive mapping (CM) approach is reviewed, and the method is applied in analyzing an important case of societal decision‐making. It is shown that CM is an effective way of representing argumentation, consequences, and the linkage between the concepts. The method integrates causal modelling and rational choice theory with parts of cognitive psychology. CM allows for a systematic arguing of issues. The decision‐making problem described here concerns building a new nuclear power plant in Finland. There occurred strong proponents representing mainly the industry and technocratic and engineering experts, and an equally strong resistance represented by ordinary citizens, parliamentarians, and experts. The argumentation went ten years pro and cons before the parliament in 1993 decided against building the proposed nuclear power plant. It gives an ideal case to study the argumentation and contradictions there in as a whole by developing and applying a cognitive mapping approach.  相似文献   

15.
The present paper is composed of two studies. The first study explored the variables influencing the purchase of avatar-related products through the avatar users' survey research. This proposed a theoretical model of the purchase of avatar-related products using attitude toward an avatar, subjective norm, self-presentation, identification, and immersion. Although significant relationships were found for the individual links, the model was not supported. The second study focused on which variables predict the intention to use avatar-related products. A model was tested with avatar non-users. Results indicated that all relationships among variables in the Technology Acceptance Model (TAM), such as perceived ease of use of avatar, perceived usefulness of avatar, attitude toward using avatar, and intention to use avatar-related products, were strongly supported, as was the link between Internet self-efficacy and perceived ease of use of avatar. Also, the peer groups' subjective norm component which was a unique variable successfully predicted intention to use avatar-related products. Overall, all hypotheses were supported and the data were judged to be consistent with the model.  相似文献   

16.
In modern digital applications, users often interact with virtual representations of themselves or others, called avatars. We examined how these avatars and their perspectives influence stimulus–response compatibility in a Simon task. Participants responded to light/dark blue stimuli with left/right key presses in the presence of a task-irrelevant avatar. Changes in stimulus–response compatibility were used to quantify changes in the mental representation of the task and perspective taking toward this avatar. Experiments 1 and 2 showed that perspective taking for an avatar occurred in orthogonal stimulus–response mappings, causing a compatibility effect from the avatar’s point of view. In the following two experiments we introduced a larger variety of angular disparities between the participant and avatar. In Experiment 3, the Simon effect with lateralized stimulus positions remained largely unaffected by the avatar, pointing toward an absence of perspective taking. In Experiment 4, after avatar hand movements were added in order to strengthen the participants’ sense of agency over the avatar, a spatial compatibility effect from the avatar’s perspective was observed again, and hints of the selective use of perspective taking on a trial-by-trial basis were found. Overall, the results indicate that users can incorporate the perspective of an avatar into their mental representation of a situation, even when this perspective is unnecessary to complete a task, but that certain contextual requirements have to be met.  相似文献   

17.
The notion that an avatar can elicit a sense of emotional involvement or connection on the part of a user in asynchronous online communication was explored through a pair of content analyses of a popular online question-and-answer bulletin board. In the first study, questions accompanied by an avatar not only received more answers than questions without an avatar, but the answers were more likely to be characterized by expressions of empathy. In the second study, a preference for answering questions accompanied by an avatar was found to be associated with interpersonal, altruistic motives for answering questions. Results are discussed in terms of presence and alternative explanations, as well as practical implications.  相似文献   

18.
Ethics and Nanopharmacy: Value Sensitive Design of New Drugs   总被引:1,自引:0,他引:1  
Although applications are being developed and have reached the market, nanopharmacy to date is generally still conceived as an emerging technology. Its concept is ill-defined. Nanopharmacy can also be construed as a converging technology, which combines features of multiple technologies, ranging from nanotechnology to medicine and ICT. It is still debated whether its features give rise to new ethical issues or that issues associated with nanopharma are merely an extension of existing issues in the underlying fields. We argue here that, regardless of the alleged newness of the ethical issues involved, developments occasioned by technological advances affect the roles played by stakeholders in the field of nanopharmacy to such an extent that this calls for a different approach to responsible innovation in this field. Specific features associated with nanopharmacy itself and features introduced to the associated converging technologies- bring about a shift in the roles of stakeholders that call for a different approach to responsibility. We suggest that Value Sensitive Design is a suitable framework to involve stakeholders in addressing moral issues responsibly at an early stage of development of new nanopharmaceuticals.  相似文献   

19.
This paper is to investigate the use of adaptive observers for the modeling of biological neurons and networks. Assuming that a neuron can be modeled as a continuous-time nonlinear system, it is possible to determine its unknown parameters using adaptive observer, based on the concept of adaptive synchronization. The same technique can be extended for the identification of an entire biological neural network. Some conventional observer designs are studied in this paper and satisfactory results are obtained, yet with some restrictions. To further extend the applicability of adaptive observers for the modeling process, a new design is suggested. It is based on a combination of linear feedback control approach and the dynamical minimization algorithm. The effectiveness of the designed adaptive observer is confirmed with simulations.  相似文献   

20.
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   

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