探讨马来西亚大学生游戏玩家特质的存在与变化

M. Sanmugam
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摘要

使用游戏已经成为z世代的常态,他们的生活围绕着技术。通过平板电脑或智能手机等手持设备轻松访问游戏,培养了学生的一种特定动机。这些动机目标将间接影响学生调查任务的方式,这些任务可能包含或不包含游戏般的环境片段。因此,确定这些学生的玩家动机至关重要。本研究采用准实验设计,单组后验设计。来自高等教育机构的参与者在通过电子学习平台学习后,使用改编的Bartle玩家动机问卷进行测试。总体结果显示,所有学生都有更高的成就型玩家动机倾向,其次是探索者、杀手和社交者。这表明玩家倾向于个人主义游戏,即为了乐趣、个人利益或占用时间而玩游戏,因此对社交的偏好程度较低。同时,在区分性别时,女生的成就玩家动机倾向高于男生,而男生的杀手玩家动机倾向高于女生。这可以归因于女学生倾向于在游戏中证明或实现某些东西的士气。与此同时,男学生的游戏意图不仅是获胜,而且是支配他人。因此,识别学生的学习动机并使用技术可以引导他们走上正确的兴趣之路,从而实现个性化的学习路径。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring the existence and variation of Game Player Traits among Undergraduate students in Malaysia
The use of game has become a norm for generation-z, whose live revolves around technology. The ease of access towards games via handheld devices such as tablets or smartphones cultivates a specific type of motivation among students. These motivational goals will indirectly influence the ways students investigate tasks that may or may not have a snippet of game-like environments. As such, it will be vital to identify the player motivation among these students. This study used a quasi-experimental design with a one-group post-test-only design. Participants from a tertiary institution were tested using an adapted Bartle Player Motivation questionnaire after learning via an e-learning platform. The overall findings showed that all students have a higher tendency of Achiever player motivation followed by Explorer, Killer, and Socializer. This showed that players go for individualistic games that are played for fun, personal gain, or occupying their time, thus the low level of preference towards socialization. Meanwhile, when differentiating among genders, female students' Achiever Player motivation tendencies are higher than male students, while the Killer Player motivation tendencies of male students are higher than female students. This can be attributed to the morale of female students leaning towards proving or achieving something in a game. Meanwhile, male students have gaming intentions to not only win but dominate others. As such, identifying students' motivation in learning and using technology can guide them in the right path of interest, leading to a personalized learning path.
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