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How behavior in mobile games relates to psychological indicators

机译:手机游戏中的行为与心理指标之间的关系

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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.
机译:除了是年轻一代中最受欢迎的娱乐方式之一,视频游戏还因其吸引学习者的潜力而在教育中得到了利用。但是,对其效力背后的机制的定量评估仍在进行中。本文研究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游戏的移动实现(“成瘾4”)旨在吸引用户同时在后台收集数据。然后将该应用程序提供给一组学生,他们也分别接受了一系列的心理测验。通过合并来自测试和游戏玩法的数据,发现了心理特征指标与游戏衍生指标之间的一些值得注意的关系。

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