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Aims To adapt the four-dimensional Gambling Motives Questionnaire-Revised (GMQ-R) to measure the motivation for engaging in electronic gaming, and to validate the internal structure and investigate the criterion validity of the ne...
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Aims To adapt the four-dimensional Gambling Motives Questionnaire-Revised (GMQ-R) to measure the motivation for engaging in electronic gaming, and to validate the internal structure and investigate the criterion validity of the new Electronic Gaming Motives Questionnaire (EGMQ). Design and setting The GMQ-R was adapted to measure motivation for playing video games and the new instrument was tested on a sample of Norwegian conscripts selected randomly from the pool of conscripts who started their military service between 2013 and 2015. Participants The questionnaire was administered to all those who had played video games during the last 6 months and consisted of 853 gamers (86.8% men, mean age = 19.4 years). Measurements All participants completed the EGMQ, as well as other measures of gaming behaviour, gaming problems, boredom, loneliness and depression. Findings The confirmatory factor analyses showed that the proposed EGMQ (measuring enhancement, coping, social and self-gratification motives) displayed satisfactory fit and internal consistency. Hierarchical regression analyses showed that gender emerged as a significant predictor (P < 0.001) of all the dependent variables (variety, hours weekly gaming, loss of control and gaming problems) and the first step explained between 1 and 6.1% of the variance in the gaming behaviours. In the second step the four motivational dimensions explained an additional 5.8-38.8% of the variance. Coping and self-gratification predicted gaming problems (P < 0.001) and coping alone predicted loss of control (P < 0.001). The four motivational dimensions were also predicted differentially by indicators of psychosocial wellbeing, indicating divergent validity of the four motives. Conclusions The four-dimensional Electronic Gaming Motives Questionnaire is a valid instrument for measuring motives for gaming.
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There are many questionnaires to assess player motivation, originating from a diverse range of disciplines. Each discipline differs in their usage and reporting of questionnaires, but there has been no attempt to standardise their...
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There are many questionnaires to assess player motivation, originating from a diverse range of disciplines. Each discipline differs in their usage and reporting of questionnaires, but there has been no attempt to standardise their application. No standard approach leads to a lack of transparency in usage reporting, which affects the ability of the field to synthesise. This has made it unclear whether player motivation research is a unified community, or a collection of individuals with a similar goal. Therefore, the current work assesses the transparency of reporting practices of player motivation questionnaires published within the last 15 years. 18 questionnaires were identified via a scoping review, then papers citing these questionnaires were analysed for their transparency of reporting practices (n = 238); first via a content analysis of justifications for use, then followed by an analysis of transparency against eight criteria created for this work. Overall, reporting transparency is lacking, driven by little priority for presenting items alongside text. Many papers use questionnaires because they are theory-based or have measured specific variables in previous works, but explicit justification is rare. The work concludes with a transparency checklist based on the eight criteria used, which authors can use to standardise the field and allow for more cohesive research synthesis.
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Recent studies have examined whether electronic games foster aggression. At present, the extent to which games contribute to aggression and the mechanisms through which such links may exist are hotly debated points. In current res...
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Recent studies have examined whether electronic games foster aggression. At present, the extent to which games contribute to aggression and the mechanisms through which such links may exist are hotly debated points. In current research we tested a motivational hypothesis derived from self-determination theory-that gaming would be associated with indicators of human aggression to the degree that the interactive elements of games serve to impede players' fundamental psychological need for competence. Seven studies, using multiple methods to manipulate player competence and a range of approaches for evaluating aggression, indicated that competence-impeding play led to higher levels of aggressive feelings, easier access to aggressive thoughts, and a greater likelihood of enacting aggressive behavior. Results indicated that player perceived competence was positively related to gaming motivation, a factor that was, in turn, negatively associated with player aggression. Overall, this pattern of effects was found to be independent of the presence or absence of violent game contents. We discuss the results in respect to research focused on psychological need frustration and satisfaction and as they regard gaming-related aggression literature.
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Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that...
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Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative learning in an operating systems course. For this study, an online game was developed to enable students to learn cooperatively. The findings indicate that students' desire to win the game motivates them to learn from online course materials before they play, which in turn can enable them to achieve better learning outcomes.
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Organisations are involved in various types of negotiation. As digitalisation advances, such business negotiations are to a large extent electronic negotiations. Consequently, dedicated training for such electronic negotiations is...
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Organisations are involved in various types of negotiation. As digitalisation advances, such business negotiations are to a large extent electronic negotiations. Consequently, dedicated training for such electronic negotiations is important for mastering negotiation skills. We designed a gamified negotiation system used in e-negotiation training to increase participants' motivation, engagement, use of the system's negotiation support features and to improve their decision making. The quantitative evaluation using students as subjects shows higher motivation, engagement and better system and decision-making skills for participants in the gamified training compared to a conventional training. Furthermore, female participants show higher engagement in the gamified training than males. An analysis of the individual elements in the system provides insights into participants' perceptions and shows that the inclusion of a domain-specific feedback element yields motivational results that are almost similar compared to those using traditional game elements. Organisations can employ the designed artefact for fundamental and effective e-negotiation training.
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Different approaches have demonstrated that learning improves when implemented in a constructivist and social way. In addition, electronic games and simulations are perceived to have high educational value because of their motivat...
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Different approaches have demonstrated that learning improves when implemented in a constructivist and social way. In addition, electronic games and simulations are perceived to have high educational value because of their motivational and emotional factors. This potential value can be developed by defining appropriate scenarios in which players are presented learning objectives with playable goals using different strategies. The authors introduce a prototype intended to include such scenarios in learning flows, partially integrating the learning management system Moodle and BioWare's game Neverwinter Nights. First, the authors analyze the reasons and background that support their proposal. They then provide a description of the motivational and cognitive factors that influence human interaction with video games (especially 3D games) and learning. The implemented prototype is then introduced, taking into account scenarios, roles, environments, and how collaboration is implemented. Finally, the authors present their conclusions.
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Aims: The purpose of this study was to test the effect of gambling goals (i.e., gambling achievement-orientation) on chasing behavior (i.e., decision to chase, chasing spins) over and above known antecedents (e.g., problem gamblin...
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Aims: The purpose of this study was to test the effect of gambling goals (i.e., gambling achievement-orientation) on chasing behavior (i.e., decision to chase, chasing spins) over and above known antecedents (e.g., problem gambling severity, winning money motivations, approach/avoidance motivation).
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By a News Reporter-Staff News Editor at Electronics Newsweekly – New
research on Science - Motivation Science is the subject of a report. According to news originating from Sydney, Australia, by VerticalNews correspondents, rese...
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By a News Reporter-Staff News Editor at Electronics Newsweekly – New
research on Science - Motivation Science is the subject of a report. According to news originating from Sydney, Australia, by VerticalNews correspondents, research stated, “The effects of playing violent video
games are well-documented; however, relatively little research has investigated why much of the world’s
population plays these games. We present a novel theory to explain the motivational pull of violent video
games: the integrative motivational theory of violent video games (IMT-VVG).”
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Objective: Attentional biases (ABs) have been shown to develop in the context of substance use disorders. Relatively less focus has been paid toward the development of ABs in behavioral addictions such as gambling disorder (GD). F...
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Objective: Attentional biases (ABs) have been shown to develop in the context of substance use disorders. Relatively less focus has been paid toward the development of ABs in behavioral addictions such as gambling disorder (GD). Furthermore, the psychological predictors and moderators of AB in GD remain unknown. The present study addressed these empirical gaps. Methods: Fifty-two non-GD electronic gaming machine (EGM) players, 25 GD-EGM players, and 61 non-gamblers completed measures of gambling-related behaviors and cognitions (problem gambling severity, cravings, expectancies, motives) and substance use and mental health (alcohol use severity, depression symptoms). The relationships between these constructs and AB for EGM images were then assessed using a free-viewing eye-tracking paradigm. Results: Non-GD EGM players and GD-EGM players attended to EGM images significantly more than neutral images (with the largest AB for the EGM players with GD). For all EGM players, gambling expectancies regarding the negative emotional impact of gambling and alcohol use severity were associated with greater AB. For non-GD EGM players only, AB was moderated by the anticipation aspect of gambling craving and the self-enhancement aspect of gambling expectancies. Conclusion: The results provide further evidence that ABs develop in the context of excessive gambling and are associated with gambling and psychological variables. The findings support the incentive-salience theory of ABs in gambling and provide a rationale for the development of AB modification programs in the treatment of gambling disorder. Given the predominantly white sample, our results may not generalize to individuals of other ethnicities. Public Health Significance Statement This study shows that individuals with gambling disorder are more likely to attend to gambling-related cues than individuals without gambling disorder. Positive expectations associated with gambling and greater alcohol use are related to increases in the time spent attending to gambling-related images.
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