手机游戏中的行为与心理指标有何关系

Valerio Bonometti, Stefano Cecchel, C. Fantozzi, C. Novara
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引用次数: 2

摘要

电子游戏除了是年轻一代中最受欢迎的娱乐形式之一外,还因其吸引学习者的潜力而被用于教育。然而,对其有效性背后机制的定量评价仍在进行中。本文调查了在智能手机和平板电脑等移动设备上玩游戏时心理变量与行为之间的关系。《Connect 4》游戏(游戏邦注:即《Addiction 4》)的手机版本旨在吸引用户,同时在后台收集数据。然后将这款应用程序提供给一组学生,他们也分别接受了一系列心理测试。通过合并来自测试和游戏玩法的数据,我们发现了心理特征指标与游戏参数之间的一些值得注意的关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
How behavior in mobile games relates to psychological indicators
Besides being one of the most popular forms of entertainment among younger generations, video games have been exploited in education for their potential to engage learners. However, a quantitative appraisal of the mechanisms behind their effectiveness is still in progress. This paper investigates the relation between psychological variables and behavior while playing on mobile devices like smartphones and tablets. A mobile implementation of the Connect 4 game (“Addiction 4”) was designed to engage users while collecting data in the background. The app was then given to a group of students, who were also separately administered a battery of psychological tests. By merging the data from tests and gameplay, some noteworthy relations were discovered between indicators of psychological characteristics and metrics derived from the game.
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