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331.
Effectance and control as determinants of video game enjoyment.   总被引:1,自引:0,他引:1  
This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N=500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was manipulated to either allow normal play, reduce perceived effectance, or reduce perceived control. Enjoyment ratings suggest that effectance is an important factor in video game enjoyment but that the relationship between control of the game situation and enjoyment is more complex.  相似文献   
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A tool that is commonly used to investigate selection among different alternatives in a changing environment is the task-switching paradigm. Functional neuroimaging has pointed out a role for the posterior medial frontal cortex and the posterior parietal cortex in the voluntary selection of task sets. In the present study, we set out to investigate the temporal dynamics of these agency-related processes (in task choice vs. no-choice conditions) using event-related brain potentials (ERPs). The results revealed agency-related modulations of a series of ERP components, including (1) an early parieto-occipital activation, taken to reflect the evaluation of choice versus no choice; (2) a subsequent medial frontal expression of the voluntary selection between task sets; (3) a CNV-like sustained negativity in preparation for the target; (4) a target-induced N210—P210 complex, taken to reflect early sensory-perceptual processing; and (5) a target-induced P3, associated with the evaluation of the stimulus and its designated response vis-à-vis the chosen versus competing task sets. Together, these results indicate that the opportunity to choose between tasks invokes activity originating from the medial frontal cortex, associated with voluntary task set selection, but also activation at different time points in a number of other brain areas, not necessarily captured by functional neuroimaging.  相似文献   
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Latent-class hierarchical multinomial models are an important extension of the widely used family of multinomial processing tree models, in that they allow for testing the parameter homogeneity assumption and provide a framework for modeling parameter heterogeneity. In this article, the computer program HMMTree is introduced as a means of implementing latent-class hierarchical multinomial processing tree models. HMMTree computes parameter estimates, confidence intervals, and goodness-of-fit statistics for such models, as well as the Fisher information, expected category means and variances, and posterior probabilities for class membership. A brief guide to using the program is provided.  相似文献   
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It seems self-evident that people prefer painful experiences to be in the past and pleasurable experiences to lie in the future. Indeed, it has been claimed that, for hedonic goods, this preference is absolute (Sullivan, 2018). Yet very little is known about the extent to which people demonstrate explicit preferences regarding the temporal location of hedonic experiences, about the developmental trajectory of such preferences, and about whether such preferences are impervious to differences in the quantity of envisaged past and future pain or pleasure. We find consistent evidence that, all else being equal, adults and children aged 7 and over prefer pleasure to lie in the future and pain in the past and believe that other people will, too. They also predict that other people will be happier when pleasure is in the future rather than the past but sadder when pain is in the future rather than the past. Younger children have the same temporal preferences as adults for their own painful experiences, but they prefer their pleasure to lie in the past and do not predict that others' levels of happiness or sadness vary dependent on whether experiences lie in the past or the future. However, from the age of 7, temporal preferences were typically abandoned at the earliest opportunity when the quantity of past pain or pleasure was greater than the quantity located in the future. Past–future preferences for hedonic goods emerge early developmentally but are surprisingly flexible.  相似文献   
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Auditory feedback has been successfully used to enhance performance in several sports such as golf and dance. The current study used auditory feedback procedures (i.e., a clicker) to improve the performance of 3 students performing a handstand. Handstands are part of a discipline called body weight training, that uses only the weight of an individual's own body to gain strength and body control. A multiple baseline design across four components was used to evaluate the effectiveness of auditory feedback. The results showed that auditory feedback was effective. The students and the trainer were highly satisfied with the auditory feedback procedure. Implications for future research are discussed.  相似文献   
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Social Psychology of Education - In a cross-sectional questionnaire study with N?=?1045 German students between 13 and 18 years old (M?=?14.1,...  相似文献   
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