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1.
It is argued that the efficacy of role playing as an experimental strategy should be assessed in terms of its ability to resolve the problems of experimentation in social psychology. Via an epistemological and methodological analysis of the laboratory experiment in social psychology, it is argued that ‘active-experimental’ role playing constitutes a promising experimental strategy, because it can potentially overcome the fundamental experimental problem that arise in virtue of the relational nature of social psychological phenomena. It is stressed that in the end the question of the efficacy of role playing as an experimental strategy is an empirical one, but also that most empirical evaluations are inadequate for two reasons. Most of the role playing groups lack realism and involvement, and the congruence of results in role playing studies of deception experiments (whose validity is questionable) is uncritically taken as both the standard and the criterion for the efficacy of role playing. Both role playing and deception techniques should be assessed in terms of their capacity to achieve experimental realism.  相似文献   

2.
This study investigates the social construction of bingo players and bingo playing. Although gambling has largely maintained its deviant reputation, bingo, as a form of gambling, remains untainted by labels of deviance. We undertook a small ethnographic study of bingo playing in a Southwestern town. Because we had very little knowledge of bingo and bingo playing when we entered the field, our original research questions reflected the central concerns of how to play bingo, who plays bingo, and why people begin and continue playing bingo. We found that the bingo world contains a complex web of assumptions and practices surrounding who should win and how to win. Information from our informal interviews suggests that players begin playing and continue playing for the hope of winning and profit and to maintain friendship networks built through playing bingo. Four preliminary domains of analysis emerged from our data: the protocol of bingo playing; and winning; the culture and superstitions of bingo; fun, profit and bingo playing; and hints of deviance among bingo players. Each domain is critical in answering our question: What is bingo?  相似文献   

3.
Computer game playing is a popular activity among adolescents yet there have been no systematic studies in the U.K. on its prevalence and its demographics. A questionnaire study was undertaken with 387 adolescents (12–16 years of age) to establish the time spent playing computer games, who they first started playing with, the reasons why they first started and why they play now and negative consequences of play. Results revealed that for many adolescents, home computer game playing can take up considerable time with 7% of the sample playing for at least 30 hours a week. Although there were no differences between males and females in who played computer games, it was established that males were found to play significantly more regularly than females.  相似文献   

4.
以38名大学生和研究生为被试,采用Chicken Game实验范式测量合作行为,考察了单人和双人合作模式游戏后,性别和游戏习惯对玩家在博弈决策中合作行为的影响。结果表明:(1)双人合作模式游戏可以促进玩家在博弈决策中的合作行为;(2)双人合作模式游戏后,男玩家(相比女玩家)在博弈决策中的合作行为更多;(3)玩游戏的习惯影响博弈决策中的合作行为,相比于经常习惯与现实朋友玩游戏和独自玩游戏的玩家,经常习惯与网友玩游戏的玩家在双人合作模式游戏后的合作行为更多。本研究不仅证实了一般学习模型,也证实了亲社会合作类视频游戏可以有效促进博弈决策中的合作行为。  相似文献   

5.
Online game playing has become popular entertainment, yet its relationship with individuals' multitasking ability was inconsistent. Types of online game genre so far have not been compared and may be associated with multitasking abilities. This study proposed to explore the relationships between types of online game playing and multitasking ability, using Edinburgh Virtual Errands Test (EVET). One hundred and sixteen participants playing different online game genres, including multiplayer online battle arena (MOBA), other online game playing, and no‐online game playing were compared. Each participant was required to fill in Chen's Internet Addiction Scale and the Internet Usage Questionnaire and perform EVET and working memory tests. The results showed a positive correlation between multitasking ability and working memory. In addition, a positive association was found between MOBA‐type gaming and multitasking abilities measured by EVET. In conclusion, MOBA‐type gaming compared with other game playing is associated with better multitasking abilities in a virtual environment.Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   

6.
According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. To investigate if this pattern also holds for online gaming, the present study investigated 160 gamers involved in playing massively multiplayer online role-playing games (MMOs) and examined positive and negative affect (a) when playing and (b) when prevented from playing. In addition, the effects of general affect and craving for playing MMOs were controlled for. Results were as expected from the Dualistic Model of Passion: harmonious passion for online gaming predicted positive affect when playing whereas obsessive passion predicted negative affect when playing and when prevented from playing. Moreover, these effects remained unchanged when general affect and craving were controlled for. With this, the present research shows that individual differences in passion for online gaming explain unique variance in gaming-related emotions. Moreover, the present findings suggests that craving is a variable that future research on positive and negative affect in online gaming should pay closer attention to.  相似文献   

7.
为考察命运控制对彩民问题购彩的影响,以及购彩预期和购彩意向在其中的链式中介作用,本研究采用问卷法对2538名彩民进行调查。结果发现:(1)彩民问题购彩与命运控制、购彩预期和购彩意向均存在正相关;(2)命运控制不仅能直接预测问题购彩,还能通过两条路径的间接作用影响彩民的问题购彩:购彩意向的中介作用;购彩预期和购彩意向的链式中介作用。本研究构建的中介效应模型在一定程度上揭示了命运控制影响彩民问题购彩的内在机制。  相似文献   

8.
The negative impacts of excessive and problematic video game playing on both children and adults are attracting increasing concern. Based on self‐determination theory (SDT; Ryan & Deci, 2000), this study hypothesized that the three basic psychological needs of autonomy, competence, and relatedness are positively associated with purpose in life, which in turn acts as a protective factor against problem video game playing among Chinese young adult players. Through a questionnaire survey with a sample of 165 Chinese adults aged between 18 and 30 years (mean age = 22.7 years), we found that perceived autonomy, competence, relatedness, and purpose in life were all negatively correlated with problem game playing. The demographic and psychological factors explained 38% of the variances of problem game playing. Specifically, gender, perceived relatedness, and purpose in life emerged as the three most salient predictors of problem game playing among the Chinese young adults. The mediating role of purpose in life was evidenced and it was found that purpose in life mediated the influences of the psychological needs proposed by SDT on problem game playing. Moreover, young men were significantly more susceptible to problem game playing than their female counterparts. To conclude, psychological needs and purpose in life influenced Chinese young adults’ vulnerability to problem game playing directly or indirectly. Intervention programs that encourage social involvement and voluntary work, as well as counseling service that helps clients to search for life purpose, are suggested for intervening in problem game playing among Chinese young adults.  相似文献   

9.
Playing computer games has become an increasingly popular leisure time activity amongst adolescents, but concerns have been expressed over possible associated consequences. One research area has investigated reasons for playing, and two prior explanations relate it to the functional concepts of ‘electronic friendship’ and ‘self-esteem’. A questionnaire study was conducted among 120 adolescents to obtain information on a number of measures including gratification of needs and self-esteem. Results showed that playing computer games is equally popular with males and females, but males spend more time on it. Positive correlations between playing and items on the needs scales were obtained. In particular males who were heavy players scored highly on the ‘preference to friends’ need, but interestingly they were also likely to see their friends more often outside school, thus providing no support for the theory that computer games are taking the place of normal social interaction. For females there was evidence of a negative relationship between self-esteem and need gratification through playing computer games. However more adolescents spend much more time watching television than playing computer games. These results are discussed in the context of previous research.  相似文献   

10.
“Put a lot of store on a child's ability to play. If a child is playing, there is room for a symptom or two, and if a child is able to enjoy playing, both alone and with other children, there is no very serious trouble afoot.”  相似文献   

11.
Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined playing frequency (i.e., amount of time spent playing the game a week), playing history (i.e., how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character), the favorite and least favorite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that 81% of online game players were male, and that the mean age of players was 27.9 years of age. For many players, the social aspects of the game were the most important factor in playing. A small minority of players appear to play excessively (over 80 h a week), and results suggest that a small minority sacrifice important activities in order to play (e.g., sleep, time with family and/or partner, work, or schooling).  相似文献   

12.
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   

13.
To date there has been very little empirical research into Internet gambling and none relating to the recent rise in popularity of online poker. Given that recent reports have claimed that students may be a vulnerable group, the aim of the current study was to establish basic information regarding Internet poker playing behavior among the student population, including various motivators for participation and predictors of problematic play. The study examined a self-selected sample of student online poker players using an online survey (n=422). Results showed that online poker playing was undertaken at least twice per week by a third of the participants. Almost one in five of the sample (18%) was defined as a problem gambler using the DSM-IV criteria. Findings demonstrated that problem gambling in this population was best predicted by negative mood states after playing, gender swapping whilst playing, and playing to escape from problems.  相似文献   

14.
15.
In the UK, excessive fruit machine playing is the most documented form of pathological gambling amongst adolescents. Although there have been a few retrospective questionnaire studies in adolescent fruit machine gambling, there has been very little systematic observational fieldwork into the behaviour. The studies reported explore the social world of fruit machine playing using data collected via the monitoring of 33 UK amusement arcades employing participant and non-participant observation methodologies. The basic aims were to observe the arcade clientele and their behavioural characteristics, and to examine motivations for machine playing. Results suggest that level of adolescent gambling depends upon both time of day and time of year, and regular players conform to rules of etiquette and display stereotypical behaviours when playing fruit machines. The results also suggest that adolescents play fruit machines for a wide range of reasons including fun, to win money, to socialize, to escape and for excitement, and that inland and coastal arcades are frequented by different clienteles, probably as a function of the amusement machine available.  相似文献   

16.
Gender differences characterize children's commitment to playing electronic games. These gender differences are consistent with common stereotypes that may be triggered by the context and content of electronic games. If conforming to gender stereotypes in electronic game playing maintains social approval, then those children who choose alternate playing patterns risk social sanction. The present study was designed to characterize children's views of gender differences in social approval for electronic game playing. A questionnaire was administered to 364 fourth- and fifth-grade students (203 females) in a midwestern suburban school district. Approximately 12% of the students represented minorities, and the majority were African-American. Children responded to fourteen statements describing the social acceptability by gender of certain playing habits. Chi-square analyses identified important gender and grade differences. Many children endorsed statements indicating that social approval for game playing is consistent with common gender stereotypes. The most striking gender differences in perceived social approval were found in statements referencing fighting games. Children whose game playing deviates from approved patterns may represent a group of high-risk electronic game players.  相似文献   

17.
The realization relation is commonly explicated via, or identified with, the causal role playing relation. However, the realization relation does not formally match the causal role playing relation. While realization is a relation between a base realizer property and a single higher level realized property, I argue that the causal role playing relation as typically defined is a relation between a base property and two higher-level role properties. Advocates of using causal role playing to explicate realization must therefore decide which of the two kinds of role property they identify with realized properties; I argue that neither choice is good, and the fact that one must make a choice is worse. A search for a new way of defining realization is in order.  相似文献   

18.
Horn stuttering     
This is a case report on an adult male stutterer who also exhibited stuttering-like behavior while playing the French horn. The effects of speech fluency targets on the playing and the physiological and psychological correlates between the stutter in speech and the “stuttering-like” behaviors when playing an instrument are discussed. Etiological implications are considered.  相似文献   

19.
We demonstrated that playing the roles of different outgroup races can elicit extrapersonal racial bias associated with respective racial groups. In a modified version of a computer‐based police simulation, the police officer's race was visually manipulated to be either Black or White. Korean participants made quick decisions whether to shoot targets (Black or White, armed or unarmed) on screen. Comparison of behavioral bias in the task revealed that, as expected, playing the role of a White police officer was associated with a stronger bias against Black targets compared to playing a Black police officer's role. The result suggests that when a social category is activated, one's race‐related behavior can reflect one's beliefs about the biases that members of that category hold.  相似文献   

20.
Procedural norms are instrumental norms addressed to agents playing a role in the normative system, for example to motivate these role playing agents to recognize violations or to apply sanctions. Procedural norms have first been discussed in law, where they address legal practitioners such as legislators, lawyers and policemen, but they are discussed now too in normative multiagent systems to motivate software agents. Procedural norms aim to achieve the social order specified using regulative norms like obligations and permissions, and constitutive norms like counts-as obligations. In this paper we formalize procedural, regulative and constitutive norms using input/output logic enriched with an agent ontology and an abstraction hierarchy. We show how our formalization explains Castelfranchi's notion of mutual empowerment, stating that not only the agents playing a role in a normative system are empowered by the normative system, but the normative system itself is also empowered by the agents playing a role in it. In our terminology, the agents are not only institutionally empowered, but they are also delegated normative goals from the system. Together, institutional empowerment and normative goal delegation constitute a mechanism which we call delegation of power, where agents acting on behalf of the normative system become in charge of recognizing which institutional facts follow from brute facts.  相似文献   

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