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This paper examines the role of trait emotional intelligence (trait EI) in gamers’ preferences for play and frequency of gaming in a sample of 1051 young adult US/European gamers, who play frequently the online massively multiplayer game, World of Warcraft (WoW). Trait EI was shown to predict social and achievement preferences for play as well as frequency of gaming. In particular, trait EI was positively correlated to a preference for social practices per se and negatively correlated to a preference for achievement-oriented, instrumental practices. These findings advocate that gamers’ preferences for play are in accordance with their emotion-related personality characteristics. Trait EI was also negatively associated with frequency of gaming suggesting that lower scorers on trait EI are more likely associated with more frequent game use.  相似文献   
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Game appropriation is currently not well conceptualized. What literature does exists (Griffiths & Light, 2008 Griffiths, M. and Light, B. 2008. Social networking and digital gaming media convergence: Classification and its consequences for appropriation. Information Systems Frontiers, 10: 447459. [Crossref], [Web of Science ®] [Google Scholar]; Lowood, 2005 Lowood, H. 2005. Real-time performance: Machinima and game studies. The International Media and Art Association Journal, 1(3): 1016.  [Google Scholar]; Postigo, 2008 Postigo, H. 2008. Video game appropriation through modifications. Attitudes concerning intellectual property among modders and fans. Convergence, 14: 5974.  [Google Scholar]; Stalker, 2005 Stalker, P. J. (2005). Gaming in art. Unpublished master's thesis, University of the Witwatersrand, Johannesburg, South Africa. http://www.selectparks.net/dl/PippaStalker_GamingInArt.pdf (http://www.selectparks.net/dl/PippaStalker_GamingInArt.pdf)  [Google Scholar]) uses the term primarily to denote gamers' practices beyond the designers' original intentions, for instance, game content modifications. This article frames game appropriation in a different manner; unlike existing appropriation models, game appropriation is conceptualized as a motivational process underpinned by three primary factors: game design characteristics, social interaction, and the psychological characteristics of the gamer. The main contribution of this article is the development of the first model of game appropriation, the game appropriation model (GAM). GAM explains the process of digital games' incorporation into gamers' daily practices as well as the nature of their gameplay. Game appropriation recognizes the online–offline continuity; it contributes to understating gameplay as a long-term, dynamic activity, directly interrelated with a gamers' everyday life rather than a set of defined moments of participation.  相似文献   
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