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1.
In an exploratory survey that sampled video gamers, participants were asked to indicate why they enjoy playing their favorite video game. On the basis of ESRB ratings, we compare those whose favorite game is violent to those whose favorite game is nonviolent. Consistent with self-determination theory, the findings suggest need for autonomy and competence are important motivating factors. However, the findings also suggest fans of violent games differed from fans of nonviolent games in the degree to which arousal, liking violence, playing the vicarious hero, and playing the vicarious villain drive enjoyment. Furthermore, being able to play the hero and “fight bad guys” was a significant predictor of enjoyment of violent games. Implications for self-determination theory and theories of media enjoyment are discussed.  相似文献   

2.
The study applied self-determination theory to examine detrimental effects of instructor misbehaviors in the college classroom. Participants were 223 undergraduate students who reported on their instructor’s antagonism and lecture misbehaviors in a course, along with their basic psychological need fulfillment (i.e., autonomy, competence, relatedness) and intrinsic motivation to learn. Results indicated that (a) lecture misbehaviors were more detrimental to students’ competence and relatedness than antagonism misbehaviors; and (b) students’ intrinsic motivation to learn was influenced by students’ basic psychological needs and instructor misbehaviors.  相似文献   

3.
The purpose of this study was to identify the various ways that instructors communicatively fulfill college students’ basic psychological needs (i.e. autonomy, competence, relatedness) in the classroom. Participants were 119 undergraduate students who completed open-ended, self-report questionnaires. Analyses of the coded data revealed that a variety of instructor communication behaviors and practices previously identified in the effective teaching literature fulfill students’ needs for autonomy, competence, and relatedness. According to Deci and Ryan’s (1985) self-determination theory, the fulfillment of these needs intrinsically motivates students to learn, develops their cognitive capacities, and equips them for short-term and long-term success.  相似文献   

4.
A content analysis of children’s television examined the frequency with which behaviors were (a) driven by altruistic versus egoistic motivations, (b) performed by affable/surly characters, (c) rewarded/punished, and (d) present in content popular among different age groups (2–5, 6–11, and 12–17 years old). We found that portrayal patterns stressed the importance of egoistic motivations (particularly competence, autonomy, and relatedness) for older children. The findings are interpreted in line with logic underlying the model of intuitive morality and exemplars (MIME; Tamborini, 2013), suggesting that media representations can influence the motivations of their viewers.  相似文献   

5.
Previous studies have identified relationships between romantic media consumption and users’ romantic beliefs, but romantic video games (RVGs; i.e., games in which players attempt to foster a romantic relationship with a chosen game character, also called dating games or dating simulators) remain understudied. Using a cultivation framework, we conducted an online survey of female Chinese players to determine their consumption of the RVG genre, identification with their avatars, and parasocial relationships with the romantic targets they pursue in the game, as well as their beliefs about romantic relationships. Although the amount of time spent playing RVGs did not directly predict idealized beliefs about romantic relationships, the hypothesized mediation model revealed that it indirectly predicted romantic beliefs through identification with avatars and parasocial relationships with video game characters. We discuss the implications for studying romantic media, dating simulations, interactive narratives, and other video game genres.  相似文献   

6.
Binge-watching—the intensive, consecutive viewing of televised series—has become a prevalent usage pattern of entertainment media, which may influence users’ psychological well-being both positively and negatively: On the one hand, binge-watching could increase viewers’ enjoyment, recovery experiences, and vitality through an increase in perceived autonomy. On the other hand, binge-watching can trigger goal conflicts and feelings of guilt, which may reduce well-being. Drawing on an online survey (N = 499), the present study examines the tension between these two mechanisms and their effects on users’ well-being. The data largely support the hypotheses: Binge-watching is perceived as recreational as long as goal conflicts and feelings of guilt can be avoided. Well-being, on the other hand, is positively affected by binge-watching-induced increases in perceived autonomy. These results corroborate the central role of self-determination as a link between media reception, media enjoyment, and psychological well-being.  相似文献   

7.
The current study investigates how social media affordances influence individuals’ source credibility perceptions in the presence of risk information, specifically examining how bandwagon heuristics interact with different identity heuristics at the individual level. The MAIN model and warranting theory serve as the theoretical framework to examine the effects of bandwagon cues and identity cues embedded in retweets and users’ profile pages for health and risk online information processing. A posttest-only experiment with a self-report questionnaire was administered to participants. Results indicate that different online heuristic cues impact the judgments of competence, goodwill, and trustworthiness. Authority cues strongly influenced source credibility perceptions. A reverse-bandwagon effect was observed in influencing source credibility judgments.  相似文献   

8.
This study investigated suspense as a predictor of sports video game enjoyment by including the variable as a key part of a working model that also included presence, fanship, disposition, skill, and outcome. Results of a path analysis indicate a complex network of relationships impacting enjoyment. Suspense strongly impacted presence, which was an important determinant of enjoyment, while skill and outcome also explained a large portion of variance in enjoyment. The study highlights the complexity of the enjoyment experience as it relates to video games, and provides direction for future work on a theoretical model of video game enjoyment.  相似文献   

9.
Research suggests that media images depicting aggression against sexually objectified women may promote hostile sexism in men. We empirically tested if such effects might occur when men commit simulated acts of aggression against sexualized female opponents in video games, and if such effects might be heightened by psychological immersion (i.e,. the sensation of “presence” while gaming). In two studies, male participants played a first-person-shooter game, with the sex and sexualization of opponents experimentally manipulated. Results indicated that game play increased hostile sexism, to the extent that players reported feeling present in the virtual environment and provided that opponents were depicted as sexualized females, not males or nonsexualized females. No effects on benevolent sexism were observed. These results suggest that the increasingly immersive nature of modern video games might amplify their influence on players, including effects that promote hostility and aggression towards women.  相似文献   

10.
Massively multiplayer online games (MMOs) often introduce new content and mechanics to increase player retention and enjoyment. Drawing on theories of socioecological risk response, this exploratory study examines players’ in situ responses to these changes by analyzing patterns in public, in-game chat across 3 game expansions. Analysis reveals that a) change facilitates agenda setting in player chat, b) vulnerability and resilience expressions highlight tensions in player and game agencies, and c) increased semantic distance between the game and the “real” helps cope with game changes. In addition, sociotechnical affordances of MMO environments could be a mechanism for coping with change, more generally.  相似文献   

11.
Can the comments of a few viewers on social media affect viewers’ perceptions of audience sentiment or their own program enjoyment? If so, do the effects of comments vary based on their valence or placement during programming? We conducted a 2 (positive vs. negative tweets) x 2 (beginning vs. end of program) factorial experiment with an additional control condition (N = 196) to answer these questions. Negative comments undermined perceived bandwagon support for the program and reduced enjoyment, regardless of contextual or trait moderators. Findings suggest that the effects of social television may be attributable to systematic processing of bandwagon cues.  相似文献   

12.
Based on the Theory of Subjective Quality Assessments, the present study examined players’ assessments of video game design features (qualities) as related to self-reported feelings of presence in role-playing games (RPG) and first-person shooters (FPS). An initial qualitative study with 8 focus groups (Study 1) was conducted to explore important game quality dimensions. Afterwards an online survey was designed to explore the association of those discrete dimensions with recollections of presence (Study 2). Using a quota sample of RPG and FPS gamers in Germany (N = 5,180), survey results show that recollections of presence were associated with positive quality assessments regarding a game’s environment, the player’s interaction with non-playable characters in that environment, and the environment’s.  相似文献   

13.
This article examines if different conditions of stimulated recall influence perceptions of task-related competence in small discussion groups. Although the validity of simulated recall has been assessed in educational and interpersonal contexts, it is not clear how features of the method influence the measurement of perceptions at different levels of analysis. Participants worked on a task in groups and then viewed a videotape of the interaction. The video was paused for participants to rate each other on several influence measures. Participants were randomly assigned to one of four viewing conditions based on whether participants could see themselves in the video and whether they made self-ratings regarding their participation. Findings revealed that self's visual presence in the video and providing self-ratings had only a minor impact on the distribution of influence ratings.  相似文献   

14.
Emotional support is often conveyed to people with cancer; however, not all support messages are effective, leading some potential supporters to fear appearing incompetent when communicating support. Additionally, nonverbal behaviors, such as vocal fluency, pitch variety, eye contact, and conveying concern, have previously been associated with support recipients’ outcomes and perceptions of speaker competence. This experiment determines whether these nonverbal behaviors can be increased through message planning. Participants were randomly assigned to either a planning condition or a distraction task condition before recording emotional support messages for a friend hypothetically diagnosed with cancer. Results showed that planners spoke with significantly more vocal fluency and conveyed significantly more nonverbal concern than nonplanners. Planners also used more eye contact and pitch variety than nonplanners, but these differences were not statistically significant. Results suggest that planning may improve some nonverbal aspects of communicating support, which may in turn improve perceptions of supporters’ competence.  相似文献   

15.
This study investigated the effect of individuals’ self-reported skill levels on generated violent content. After playing a violent video game, participants (N = 68) completed a questionnaire determining skill level with measures modified from previous game studies. The resulting 4,023 instances of violence were analyzed using techniques adapted from prior video game content analyses and the National Television Violence Study. Findings indicated a significant difference in the amount and context of violent acts between higher skilled and lower skilled players. Those who reported being higher skilled generated more instances of violence, were more often the perpetrators rather than the targets of violence, experienced greater consequences (graphicness) of violence, and experienced more on-screen and up-close violence.  相似文献   

16.
Library employees hold perceptions about the fairness of the outcomes, processes, and interpersonal treatment in their workplaces. When employees feel the workplace is fair they are more likely to feel commitment to the organization, perform in-role and extra-role tasks, and experience job satisfaction. When employees perceive injustice in the workplace, research points to negative outcomes such as withholding work or even sabotage. To understand the antecedents of organizational justice, researchers carried out a national survey of librarians to compare the predictive power of perceived organizational support, job autonomy, job feedback, and job stress. Results indicate that increasing librarians' perceptions of organizational support and their autonomy, and providing meaningful and timely job feedback can increase overall perceptions of justice. Managers can enhance a climate of justice in their workplaces by developing strategies that target organization support, autonomy, and feedback to reduce a sense of injustice between and among employees.  相似文献   

17.
Stereotypes in game culture are still inhibiting the freedom of female players. This survey study aims to gain insight into these practices by looking at gaming stereotypes on two different, yet interrelated, levels. First, we inquire into perceptions of gamers regarding gender-related and general gamer stereotypes and how these relate to playing frequency. Second, genre choice is investigated in light of player’s gender and how this is associated with play motivations. Results suggest that high frequency female players disagree the most with gender-related stereotypical beliefs and that these women are more strongly drawn towards specific gaming genres than men.  相似文献   

18.
In addition to individual risk factors, recent findings surrounding the effects of violent video game play have provided compelling evidence that the contextual features of games also contribute to increased outcome aggression. The current study focuses on the relationship between violent video game play and the use of gun controllers on both social norms related to aggression and real-life behavioral aggression. As predicted, both violent video game play and gun controller use were positively related to behavioral aggression. The implications of these findings are discussed along with their influence on future research in this area.  相似文献   

19.
In light of the accelerated growth of an aging population, coupled with the massive diffusion of Information and Communication Technologies (ICTs), research on whether ICTs meet the needs of elderly users is important and timely. Despite the popularity of self-determination theory, few studies have adopted this theoretical framework to explain need satisfaction among this group. The continuous use of mobile government (m-government) relies on the satisfaction of citizens' needs. Through the theoretical lens of self-determination theory, we developed a research model of m-government for elders' intrinsic need satisfaction. In this model, the design factors, performance factors, and individuals' ability factors are incorporated. Based on data from 366 m-government-for-elders users in China's Zhejiang and Jiangxi provinces, and through the use of structural equation modeling, the results show that complexity has a negative correlation with autonomy need satisfaction and competence need satisfaction. Visual appeal positively affects all dimensions of intrinsic need satisfaction. Information quality has a positive relationship with relatedness need satisfaction. The effects of personalization on relatedness need satisfaction and the influence of personalization on competence need satisfaction were significant. Information literacy moderates the relationship between complexity and autonomy need satisfaction, as well as between complexity and competence need satisfaction. The findings of this article enrich existing m-government research and provide practical implications for policymakers and m-government developers in China.  相似文献   

20.
This study examined whether persuasive health messages embedded in shooter games have broad or targeted effects on players’ willingness to engage in risk behaviors (N = 145). Participants presented with in-game health messages discouraging alcohol-impaired driving of motor vehicles showed reduced willingness to drink alcohol and to operate both motor and nonmotor vehicles, compared to those in a no-message gaming control condition. There were no spillover effects on willingness to smoke cigarettes or marijuana, thus implying targeted persuasive effects. In addition, players experiencing high instead of low cognitive load showed decreased postexperiment willingness to drink and operate nonmotor vehicles, thus suggesting that playing a game under high cognitive load can influence players’ attitudes. The findings replicate previous research and further expand on knowledge-activation and thought-disruption mechanisms underlying the persuasiveness of health messages.  相似文献   

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