The Role of Habits in Massive Multiplayer Online Role-Playing Game Usage: Predicting Excessive and Problematic Gaming Through Players' Sensitivity to Situational Cues

2016 ◽  
Vol 19 (4) ◽  
pp. 277-282 ◽  
Author(s):  
Kateřina Lukavská ◽  
Ondřej Hrabec ◽  
Vladimír Chrz
2007 ◽  
Vol 20 (4) ◽  
Author(s):  
Maaike Jongenelen ◽  
Roos Vonk

Individual differences in money-grabbing: The role of entitlement, social value orientation, and misuse of power Individual differences in money-grabbing: The role of entitlement, social value orientation, and misuse of power M. Jongenelen & R. Vonk, Gedrag & Organisatie, volume 20, November 2007, nr. 4, pp. 369-381 This research investigates the role of individual differences in money-grabbing. Feelings of entitlement, high scores on the Misuse of Power scale and a pro-self focus were expected to lead to grabbing behaviour in high-power individuals. While playing a manager in a role-playing game, participants had the opportunity to grab more valuable points then their equal share. Results showed that pro-self participants grabbed more than pro-socials. Among the pro-self participants, feelings of entitlement led to higher Misuse of Power scores which, in turn, led to more grabbing. Entitlement en Misuse of Power had no effect on grabbing in pro-socials. It is concluded that power does not corrupt absolutely: Individual differences predict how a powerful person will behave. Implications for business settings are dealt with in the discussion.


Author(s):  
David Hatfield

Epistemic network analysis provides a useful method for measuring the development of meaningful skills and ways of thinking for participants in epistemic games. This study compares the development of an epistemic frame in a journalism epistemic game, science.net, a role-playing game modeled on authentic journalism practice in which students take on the role of journalists and interact with fellow students and mentors, with a professional journalism practicum. Analyzing the discourse produced by both the game and the practicum through epistemic network analysis (ENA) shows how the virtual internship produced the same type of mentor feedback as the professional practicum on which it was modeled. Players also were able to learn different aspects of journalistic professional expertise as a result of playing the game, and these learning gains continued to be present months after the game was over. Participants in both the simulation and practicum demonstrated significant increases in journalism performance as measured through ENA. Epistemic games, like science.net, have the potential to reproduce key training practices of professional experiences and develop the components of epistemic frames of particular communities. ENA is a valuable tool for assessing the ability of epistemic games to produce these results.


2011 ◽  
Vol 2011 ◽  
pp. 1-14 ◽  
Author(s):  
David Weibel ◽  
Bartholomäus Wissmath

A main reason to play computer games is the pleasure of being immersed in a mediated world.Spatial presenceandfloware considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (), a racing game (), and a jump and run game (). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refers to the sensation of being there in the mediated world, whereas flow rather refers to the sensation of being involved in the gaming action. Further analyses showed that flow and presence depend on motivation and immersive tendency. In addition, flow and presence enhanced performance as well as enjoyment.


Author(s):  
Siu-Lan Tan ◽  
John Baxa ◽  
Matthew P. Spackman

This article presents an empirical study of the role of video game audio on performance. Twenty participants played The Legend of Zelda: Twilight Princess on the Wii console for a 45-minute session on five consecutive days. Employing a repeated measures design, the authors exposed players to one orientation session and four sound conditions, i.e., silence, remote control sounds, remote control and screen sounds, and unrelated music played on a boom-box, in a counterbalanced order. Performance was weakest when playing without sound, increasingly stronger with audio emitted by remote control only, and by remote-and-screen respectively. Surprisingly, the highest scores were earned when playing with music that was unrelated to players’ actions or events unfolding on screen. These findings point to the challenges of processing multisensory cues during the initial stages of an elaborate role-playing game, and suggest that the most effective players swiftly develop strategies incorporating task-relevant information conveyed by both sound and images.


2011 ◽  
pp. 275-290 ◽  
Author(s):  
Nahil Sharkasi

In the field of fertility medicine, technology has vastly outpaced our ethical, legal, and social frameworks leaving us in a quagmire of gray morality. Seeds is a role-playing game and ethics simulation about Assisted Reproductive Technology and its effect on 21st century medical decisions. Players play the role of a fertility doctor and must make difficult ethical decisions through courses of treatment while balancing economic, emotional, and scientific concerns. With Seeds, the goal is to foster meaningful decision-making that may transfer from the game world into the real world through stimulating role-play and by creating a safe space for exploration of ethical issues. This chapter offers critical reflection on the design choices made in the process of creating this ethical exploration space on the subject of Assisted Reproductive Technology.


Author(s):  
Siu-Lan Tan ◽  
John Baxa ◽  
Matthew P. Spackman

This article presents an empirical study of the role of video game audio on performance. Twenty participants played The Legend of Zelda: Twilight Princess on the Wii console for a 45-minute session on five consecutive days. Employing a repeated measures design, the authors exposed players to one orientation session and four sound conditions, i.e., silence, remote control sounds, remote control and screen sounds, and unrelated music played on a boom-box, in a counterbalanced order. Performance was weakest when playing without sound, increasingly stronger with audio emitted by remote control only, and by remote-and-screen respectively. Surprisingly, the highest scores were earned when playing with music that was unrelated to players’ actions or events unfolding on screen. These findings point to the challenges of processing multisensory cues during the initial stages of an elaborate role-playing game, and suggest that the most effective players swiftly develop strategies incorporating task-relevant information conveyed by both sound and images.


2020 ◽  
Vol 67 ◽  
pp. 131-142
Author(s):  
Monika Kulesza

Conversations and Proverbes dramatiques are texts written by Madame de Maintenon with the thought of raising the girls at Saint-Cyr (moral and social education). Conversations resemble a role-playing game, while Proverbes dramatiques are short plays made up of only a few scenes. After a brief presentation of both works, I analyse the way the author presented womensʼ duty of submission and the role of plays in shaping obedient wives and mothers. Theatre is an effective means of communication of the author’s convictions, but dialogues presenting other views — even if only to argue against them — the varied nature of the plays and comical elements made the theatre of Madame de Maintenon a tool for teaching both submission and freedom.


2020 ◽  
Vol 32 (3) ◽  
pp. 53-73
Author(s):  
M.A. Podvalnyi ◽  

This article is dedicated to the issue of achieving consensus in tabletop role-playing games and also addresses the question of how exactly play­ers gain power over the interpretation of events within a tabletop RPG. A tabletop role-playing game presupposes that its participants constantly articulate statements which shift the current configuration of in-game elements and also play the role of being artistic descriptions of said shifts. The alternation and interplay of performative and descriptive statements, their convolution and also the fact that, in tabletop RPGs, unlike in the majority of the rest of the games known to humanity, the same words from natural languages are used both in order to produce a shift in abstract, symbolic structure of a game, and to artistically describe said shift, all lead to the situation where participants cannot tell a proper symbolic system of a given game from other symbolic systems which this game refers to. In this article, we propose an analytical model of a tabletop RPG which would make it possible to draw stricter borderlines between a given RPG’s fictional world and its inner symbolic structure. Furthermore, it would allow us to formulate a clearer question regarding the structures of power produced while playing an RPG, and what exactly players gain control over while playing it. Moreover, this model would enable us to explore in detail the processes of the individual and collective interpretation of events in a tabletop RPG, and classify facts within said interpretation in relation to whether they are held to be objectively or subjectively true.


The role of military psychologists in a modern army is very important. It has especial significance under conditions of combat activity of troops. In such circumstances a psychologist must apply different professional skills including pedagogical or those directly related to pedagogy. Consequently, training of military psychologists should include a pedagogical component. The effective example of introduction of this component is immersion of military psychologists into pedagogical situations. Such immersion may be implemented by using role-playing games in the form of giving mini-lectures. The research goal is to ensure enhancement of professional skills of future military psychologists through their immersion into a pedagogical situation. Every future military psychologist (cadet) has an opportunity to play a role of a lecturer, an attendee and a person who analyzes a lecture. All roles have requirements and are obligatory for taking. Participants of the role-playing game do self-assessment of their professional skills after finishing it. They use a special questionnaire. Analysis of the answers is basic for assessment both effectiveness of immersion and enhancement of maturity of more than 20 professional skills. Verification of the obtained results was achieved by using methods of mathematical statistics. The results of the investigation are important for enhancement of the training program which should be supplemented with situations of obligatory immersion of military psychologists into pedagogical situations. The proposed method is useful for teaching psychologists of different specialisms.


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