“Don’t Give Up!”

IF 1.7 4区 心理学 Q2 COMMUNICATION
John A. Velez, W. Jang, Joshua M. Jordan, William R. Walker
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引用次数: 1

Abstract

Abstract. The determination exhibited by players is a valuable quality in other contexts that require persistence. Research suggests that competitive and difficult video game play may acclimate players to arduous challenges and steel them against later hardships. Participants played competitively (one-on-one) or cooperatively with a non-player character (two-on-two) against non-player character opponents of varying difficulty (e.g., easy, moderate, or hard) in Super Smash Bros. Subsequent persistence was measured by time spent on an anagram task that included unsolvable items. Results suggest that video game competitiveness is necessary to facilitate subsequent persistence. However, the difficulty of opponents did not influence players’ subsequent persistence, even when withstanding the most competence-thwarting game play against hard opponents. The current study suggests that competitive play, in general, sufficiently jumpstarts persistent behaviors in players and that, instead of players cultivating persistence by enduring frustrating game play, they may be invigorated or enticed to attain goals when challenged.
“不要放弃!”
摘要在其他需要坚持的情况下,球员表现出的决心是一种宝贵的品质。研究表明,竞争激烈、难度大的电子游戏可能会让玩家适应艰巨的挑战,并使他们在以后的困难中坚强起来。参与者在《超级粉碎兄弟》中与不同难度(如易、中或难)的非玩家角色对手进行竞争(一对一)或与非玩家角色合作(二对二)。随后的持久性通过在包含无法解决项目的变位符任务上花费的时间来衡量。研究结果表明,电子游戏的竞争力对于促进后续的持久性是必要的。然而,对手的难度并没有影响玩家随后的坚持,即使在与强硬对手的比赛中承受了最大的能力阻碍。目前的研究表明,一般来说,竞争性游戏会充分激发玩家的持久行为,玩家不会通过忍受令人沮丧的游戏来培养持久性,而是会在受到挑战时被激励或引诱去实现目标。
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来源期刊
CiteScore
3.20
自引率
11.80%
发文量
42
期刊介绍: Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.
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