An integrated conceptual model for predicting behavioral learning triggered by video-game engagement: A mediating role of observational learning

A. Z. Abbasi, D. Ting, Abu Baker Sedek A. Jamek
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引用次数: 8

Abstract

This study proposes a conceptual model that could predict how customers' engagement in video games influences them to learn through observing the models shown in the video games, which further impacts behavioral learning. This study reviews the stimulus response theory and observational learning theory, and draws an integrated conceptual model. This model theorizes that customers learn from observation of models portrayed in the video games triggered by their engagement in video games, which influences customers' behavioral learning. Propositions were also drawn on the basis of proposed model. This study is conceptual in nature and another subsequent study is required to validate the study propositions. This study contributes in the following domains; (a) stimulus response theory, especially in S-O-R paradigm by introducing factors affecting organism (O) in video game studies, (b) observational learning processes are integrated in S-O-R model as organism (O) that mediates the relationship between video-game engagement and behavioral learning, (c) customer engagement definition is being adopted in video game studies to theorize how customers' engagement in video games influences the observer to learn the behavior. This conceptual model will be very helpful in predicting various forms of learning through observation of the models, including a new pattern of behavior, judgmental-standards, cognitive-competencies, strengthen or weaken the existing behavior and generative guidelines for producing a new form of behavior.
预测电子游戏参与引发的行为学习的综合概念模型:观察学习的中介作用
本研究提出了一个概念模型,通过观察电子游戏中的模型,可以预测消费者对电子游戏的投入如何影响他们的学习,进而影响行为学习。本研究回顾了刺激反应理论和观察学习理论,并提出了一个完整的概念模型。该模型的理论是,消费者通过观察电子游戏中所描绘的模型来学习,这是由于他们参与电子游戏而引发的,这影响了消费者的行为学习。并根据所提出的模型提出了建议。这项研究本质上是概念性的,需要另一项后续研究来验证研究命题。本研究在以下领域做出了贡献:(a)刺激反应理论,特别是在S-O-R范式中,通过在电子游戏研究中引入影响有机体(O)的因素;(b)观察学习过程作为有机体(O)整合到S-O-R模型中,调解电子游戏参与与行为学习之间的关系;(c)电子游戏研究中采用了客户参与定义,以理论化客户参与电子游戏如何影响观察者学习行为。这个概念模型将非常有助于通过观察模型来预测各种形式的学习,包括一种新的行为模式、判断标准、认知能力、加强或削弱现有行为和产生新行为形式的生成指南。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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