模拟游戏中的开放体验与玩家满意度

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
Vinod Dumblekar, Suresh Paul Antony, Upinder Dhar
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引用次数: 0

摘要

背景体验开放度(OTE)是描述个体个性的五大特质之一。玩家满意度(Satisfaction)由模拟游戏中的兴奋、挑战、学习体验、团队胜利和自我发现等因素组成。OTE 和满意度似乎是一种共生关系,它们的特征和结果都与 OTE 和满意度息息相关。本研究旨在了解模拟游戏中 OTE 与满意度之间的关系。研究目的研究目的是在模拟游戏中制定 OTE 量表,确定 OTE 的因素,并研究 OTE 和满意度及其因素的交互影响。其中 12 个陈述代表 OTE,28 个陈述代表满意度量表。结果提取出了两个 OTE 因子,每个因子的特征值都大于 1,并将其命名为 "寻求新奇 "和 "求知热情"。讨论由于个性、环境和文化对研究变量的影响不明确,本研究的结论可能只适用于与研究样本最相似的样本,而不适用于其他环境。OTE、满意度及其因子之间的强正相关性表明,它们的基础是一个共同的平台,即模拟游戏体验。寻求新奇感对满意度的预测作用比 OTE 对满意度的预测作用更强。自我发现、学习经验和兴奋对 OTE 的积极影响比对挑战、团队胜利或满意度的影响更大。对激情、内在动机和自我效能的进一步研究可能会加深我们对它们对满意度影响的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Openness to Experience and Player Satisfaction in a Simulation Game
BackgroundOpenness to experience (OTE) is one of the Big Five traits that describe the personality of the individual. Player satisfaction (Satisfaction) is composed of the factors of excitement, challenge, learning experience, team victory and self-discovery in a simulation game. OTE and Satisfaction appear to have a symbiotic relationship that feeds on their characteristics and outcomes. This study is undertaken to understand the relationship between OTE and Satisfaction in a simulation game.Objectives of the StudyThe objectives are to develop a scale of OTE in the context of a simulation game, to identify the factors of OTE and to study the interactive effects of OTE and Satisfaction and their factors.MethodsAn instrument of 40 statements was administered to 190 post-graduate management students at the end of a brand-related simulation game. It had 12 statements that represented OTE and 28 statements of the Satisfaction scale. The data was purified and processed for factor analysis; the variables and their factors were subjected to correlation and regression.ResultsTwo OTE factors, each of eigenvalue greater than one, were extracted and named search for novelty and passion to know.DiscussionThe conclusions of this study may be generalisable only to sample profiles that are most similar to the study sample, but not to other contexts due to the ambiguous effect of personality, contexts and cultures on the study variables. The strong positive correlations between OTE, Satisfaction and their factors show their bases in a common platform, i.e. the experience of the simulation game. The search for novelty predicts Satisfaction more powerfully than OTE predicts Satisfaction. Self-discovery, learning experience and excitement affect OTE positively and more powerfully than challenge, team victory or Satisfaction. Further studies of passion, intrinsic motivation and self-efficacy may enhance our understanding of their impact on Satisfaction.
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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