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  1. More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games

    Abstract: Recent research has attempted to describe meaningful experiences with entertainment media that go beyond hedonic enjoyment. Most of this research focuses on noninteractive media, such as film and television. When applied to digital games,... mehr

     

    Abstract: Recent research has attempted to describe meaningful experiences with entertainment media that go beyond hedonic enjoyment. Most of this research focuses on noninteractive media, such as film and television. When applied to digital games, however, such research needs to account for not only the content of the medium, but also the unique dimensions of digital games that distinguish them from noninteractive media. Experiences with digital games are shaped by the game mechanics that define the users' interaction with game content, as well as by the opportunities for social interaction that many games offer. We argue that the complex interplay of these dimensions (narrative, mechanics, and context) facilitates or inhibits meaningful user experiences in ways that are unique to digital games

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    oai:gesis.izsoz.de:document/61798
    DDC Klassifikation: Publizistische Medien, Journalismus, Verlagswesen (070); Psychologie (150)
    Weitere Schlagworte: (thesoz)Computerspiel; (thesoz)interaktive Medien; (thesoz)Interaktion; (thesoz)Medien; (thesoz)Nutzung; (thesoz)Wirkung; (thesoz)Emotionalität; (thesoz)Erleben; (thesoz)Unterhaltung
    Umfang: Online-Ressource
    Bemerkung(en):

    Postprint

    begutachtet (peer reviewed)

    In: Journal of Communication ; 64 (2014) 3 ; 521-542

  2. Press CRTT to measure aggressive behavior: the unstandardized use of the competitive reaction time task in aggression research

    Abstract: The Competitive Reaction Time Task (CRTT) is the measure of aggressive behavior most commonly used in laboratory research. However, the test has been criticized for issues in standardization because there are many different test procedures... mehr

     

    Abstract: The Competitive Reaction Time Task (CRTT) is the measure of aggressive behavior most commonly used in laboratory research. However, the test has been criticized for issues in standardization because there are many different test procedures and at least 13 variants to calculate a score for aggressive behavior. We compared the different published analyses of the CRTT using data from 3 different studies to scrutinize whether it would yield the same results. The comparisons revealed large differences in significance levels and effect sizes between analysis procedures, suggesting that the unstandardized use and analysis of the CRTT have substantial impacts on the results obtained, as well as their interpretations. Based on the outcome of our comparisons, we provide suggestions on how to address some of the issues associated with the CRTT, as well as a guideline for researchers studying aggressive behavior in the laboratory

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    oai:gesis.izsoz.de:document/61805
    DDC Klassifikation: Publizistische Medien, Journalismus, Verlagswesen (070); Psychologie (150)
    Weitere Schlagworte: (thesoz)Aggression; (thesoz)Messung; (thesoz)Standardisierung; (thesoz)Methodologie; (thesoz)Medien; (thesoz)Wirkung; (thesoz)Computerspiel; (thesoz)Aggressionsforschung; Competitive Reaction Time Task
    Umfang: Online-Ressource
    Bemerkung(en):

    Postprint

    begutachtet (peer reviewed)

    In: Psychological Assessment ; 26 (2014) 2 ; 419-432