首页> 外文学位 >Earthquake risk communication with video games: Examining the role of player-game interaction in influencing the gaming experience and outcomes.
【24h】

Earthquake risk communication with video games: Examining the role of player-game interaction in influencing the gaming experience and outcomes.

机译:与视频游戏发生地震风险的交流:研究玩家与游戏的互动在影响游戏体验和结果中的作用。

获取原文
获取原文并翻译 | 示例

摘要

Previous research suggests that playing video games may allow individuals to acquire knowledge and life skills in contexts including earthquake preparedness. Goals and the possibility of replay are two of the important features of video games that may determine the nature of player-game interaction. Such player-game interaction could not only shape the gaming experience by evoking cognitive and affective reactions in players, but also lead to learning and behavioral game outcomes. However, there are few empirical studies on the effects of goal setting and repetitive play. Based on social cognitive theory (Bandura, 1986, 1997), the objectives of this dissertation are first to examine the role of goal-setting and repetitive play on positive learning and behavioral game outcomes; and second to examine the role of players' cognitive and affective reactions in mediating positive game outcomes. In two experimental studies, participants were randomly assigned to one of the following five conditions: self-set goal repetitive play, assigned goal repetitive play, no-set goal repetitive play, no-set goal single play and no play. Effects of these play conditions on cognitive and affective gameplay reactions, as well as learning and behavioral outcomes related to earthquake preparedness were examined. Results showed that playing educational computer games on earthquake preparedness led to positive learning and behavioral outcomes. Even though goal setting types did not yield different learning or behavioral outcomes, repetitive play led to better learning and behavioral outcomes in the second study. Furthermore, cognitive reactions mediated the relationship between repetitive play and learning outcomes in both studies. Results, limitations and implications of both studies were further discussed, and future directions were proposed.
机译:先前的研究表明,玩视频游戏可以使个人在包括地震准备在内的环境中获得知识和生活技能。目标和重播的可能性是视频游戏的两个重要特征,它们可以确定玩家与游戏互动的性质。这种玩家与游戏的互动不仅可以通过唤起玩家的认知和情感反应来塑造游戏体验,还可以带来学习和行为上的游戏成果。但是,很少有关于目标设定和重复比赛影响的实证研究。基于社会认知理论(Bandura,1986,1997),本论文的目的是首先研究目标设定和重复性游戏对积极学习和行为博弈结果的作用。其次,考察玩家的认知和情感反应在调解游戏积极成果方面的作用。在两项实验研究中,参与者被随机分配到以下五个条件之一:自我设定的目标重复比赛,分配的目标重复比赛,无设定的目标重复比赛,无设定的目标单一比赛和无比赛。研究了这些游戏条件对认知和情感游戏反应以及与地震准备相关的学习和行为结果的影响。结果表明,玩有关地震准备工作的教育性计算机游戏可带来积极的学习和行为成果。即使目标设定类型不会产生不同的学习或行为结果,但重复性游戏仍可以在第二项研究中获得更好的学习和行为结果。此外,在两项研究中,认知反应都介导了重复游戏与学习成果之间的关系。进一步讨论了两项研究的结果,局限性和意义,并提出了未来的方向。

著录项

  • 作者

    Tanes, Zeynep.;

  • 作者单位

    Purdue University.;

  • 授予单位 Purdue University.;
  • 学科 Multimedia Communications.;Education Technology of.
  • 学位 Ph.D.
  • 年度 2011
  • 页码 223 p.
  • 总页数 223
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:44:21

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号