从寻求刺激者到社交动物:好奇心对电子游戏偏好和行为的不同预测维度

IF 2.9 4区 管理学 Q2 COMPUTER SCIENCE, CYBERNETICS
Yong Jie Yow, Jonathan E. Ramsay, Patrick K. F. Lin, Nigel V. Marsh
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引用次数: 0

摘要

研究表明,好奇心会提高正式活动(如学习和工作)中的表现。然而,人们对好奇心在日常生活中发挥的激励作用却认识不足。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
From thrill seekers to social creatures: dimensions of curiosity differentially predict video game preferences and behaviours
Research has shown that curiosity leads to improved performance in formal activities (e.g. school and work). However, there is an underappreciation of the motivating role that curiosity plays in mo...
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来源期刊
Behaviour & Information Technology
Behaviour & Information Technology 工程技术-计算机:控制论
CiteScore
7.70
自引率
8.10%
发文量
159
审稿时长
5 months
期刊介绍: Behaviour & Information Technology (BIT) puts people before technology. As such it deviates from other related journals. It is the primary scientific venue for peer-reviewed publications on human-centred IT. BIT reports original research studies, practical case studies, and thoughtful articles on: • usability and user experience (UX) • human computer interaction (HCI) • human-centred and user-centred design • the social, business and human aspects of the digital world. The Journal attracts authors and readers from a variety of disciplines (e.g., usability, user experience, psychology, ergonomics, computer science, and sociology), originating from both academics and industry. All papers are subject to initial appraisal by the Editor, and, if found suitable for further consideration, will undertake rigorous double blind peer review by independent, anonymous expert referees.
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