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1.
Multiline slots are exciting games that contain features which make them alluring. One such feature is a loss disguised as a win (LDW); wherein, players win less than they wager (e.g., bet 2 dollars, win back 50 cents), but this net loss is disguised by flashing graphics and winning sounds. Research to date concludes that LDWs are both rewarding and reinforcing. Here, we investigated whether LDWs affect players’ game selection. Thirty-two undergraduate students with experience playing slot machines played 100 spins on four games—two had positive payback percentages (115%) and two had negative payback percentages (85%) after 100 spins. For each payback percentage condition, there was a game with no LDWs and a game with a moderate number of LDWs. For the 100 spins, players could choose to play whichever game they wished. They then rated their preference for each game following the 100-spins and chose a game to continue playing. The majority of players preferred playing the positive payback percentage game with LDWs and chose to continue playing this game over the three other games. We conclude that in addition to LDWs being reinforcing and rewarding, LDWs do in fact influence game selection. We conclude that responsible gambling initiatives should educate players about LDWs.  相似文献   

2.
We describe salient aspects of the idioculture of videogame play, based on interviews conducted with 20 devoted videogame players and several hours of observation of small‐group game play. We explore the meaningfulness of videogame play for participants, specifically through an examination of the social quality of play, interaction during play, the enactment of status differences in and through play, and players’ desire to play games perfectly and/or completely. We elicit players’ comments about acceptable and unacceptable forms of cheating, and we explore their management of the stigma attached to playing violent games and playing excessively. We conclude by highlighting game players’ penchant for finding moral content in their favorite games and game characters.  相似文献   

3.
A methodological challenge to Fisher's (1992) study of adolescent fruit machine gamblers was carried out with young video game players. Fisher (1992) described an association between frequency fruit machine playing, dependency and delinquency. Some methodological concerns were considered that might weaken this conclusion, in particular the use of heterogeneous measures that fail to distinguish between variables. As such measures feature elsewhere in contemporary gambling research it was deemed important to examine some of the potential problems that may arise. 183 11–16 year old video game players (152 males; 31 females) were recruited from four amusement arcades to answer a computerised questionnaire. Using an analysis similar to Fisher (1992) her results for adolescent fruit machine use were confirmed. However a separation of key variables and the use of a multiple regression analysis showed that of money spent, time spent and impaired choice, only the first was a significant predictor of delinquency. It is suggested that delinquents have higher disposable incomes to spend on their leisure activities. Video game playing and possibly fruit machine gambling appear to be independently associated with delinquency; in video game playing this association is not mediated by dependency. It was argued that a similar methodology should be used in the UK to re-examine Fisher's (1992) conclusions for children who use gaming machines.The authors wish to thank Timezone Amusement Arcades for the generous use of their centres, Colin Davis for programming the questionnaire and Dr. Sung-Mook Hong for statistical advice.  相似文献   

4.
This article examines one of the most popular computer games The Sims to consider whether the shared understanding of the game's "rules' can be understood through the concept of genre. The main argument is that the genre being used is "real life'. The game's creators are assuming the players share with them, and with each other, an understanding of real life, which can be transposed into the game world. The article explores this notion of a real-life narrative that is shared, by considering the ways in which family and other relationships are both conceptualized and played out in the game. Whilst real life as genre is problematized here, the tensions and conflicts of contemporary real-world conceptualizations of family and other relationships do appear to be represented in the game. What is interesting then, given this, are the ways in which players negotiate the gameplay. The article concludes by suggesting that players are active agents negotiating both the game' s version of real life, and their own real-world experiences.  相似文献   

5.
There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.  相似文献   

6.
On-line poker is a game of chance and skill. The construct of poker playing skill has both a technical (game strategy-related) and an emotional (emotion regulation-related) aspect. A correlational on-line study (N = 354) was conducted to assess differences in technical skills and emotional characteristics related to poker playing style between experienced and inexperienced poker players. Results suggest that, with respect to emotional characteristics, experienced poker players engage in less self-rumination and more self-reflection, as compared to inexperienced players. Experienced poker players are also able to make better decisions, by mathematical standards, in a poker decision-making environment, as assessed by two fictitious on-line poker decision-making scenarios. Furthermore, this study provides supportive evidence that experienced poker players conceptualize the construct of “luck” differently from inexperienced players. A new poker playing experience scale (PES) for accurately measuring poker playing experience is presented in this paper.  相似文献   

7.
Slot machines are available in several countries, with multiline games growing in popularity. Interestingly, many audiovisually reinforced small ‘wins’ in multiline games are in fact monetary losses – outcomes referred to as losses disguised as wins (LDWs). Research suggests that LDWs cause players to overestimate how many times they remember actually winning during a playing session. The study sought to replicate this finding and see if a short educational animation about LDWs could significantly reduce this LDW-triggered win overestimation effect. It employed a mixed design, with animation viewed (LDW, control) as the between-subjects factor, and game played (200 spins on a few LDW or many LDW game; game order counterbalanced) as the within-subjects factor. Fifty-four novice participants estimated how many times they won more than they wagered in each game. In the control animation group, the study replicated the LDW-triggered win overestimation effect for participants playing the many LDW game. Crucially, win overestimates were significantly reduced in this many LDW game for players exposed to the LDW animation. The study concludes that LDWs can lead novice gamblers to remember winning more often than they actually do during a playing session, but educating participants about LDWs can reduce these erroneous win overestimates.  相似文献   

8.
Research and theory regarding the social facilitation effect generates the expectation that the presence of other gamblers (or co-actors) in a gaming venue is likely to intensify individual gambling behavior and magnify losses. Fifty male and 66 female participants (116 total) played a computer-simulated electronic gaming machine with a fixed winning sequence, followed by an indefinite losing sequence. Measures of the intensity of gambling behavior included the final payout (a direct measure of losses), average bet-size, number of trials played, and the speed of play. Some participants received false feedback from the computer designed to suggest that other gamers in adjacent rooms were playing and sometimes winning at the same game. Persons who received both sight and sound information, including winning bells and instant messages regarding the wins of other (fake) players, placed more bets and lost more money compared to the other conditions with less information.  相似文献   

9.
THEORYCRAFTING     
This article investigates theorycrafting, a cultural practice of gaming communities, to analyse the differences in participation, knowledge production and dissemination and to show the effect that this has on the community itself. Theorycrafting describes a process of reverse engineering, a process of extracting design ‘blue prints’ to understand a technology better, whose design is not accessible. The ‘design’ not accessible in this case is the game algorithm. The concept of scientification of gameplay is used to highlight the scientific approach of theorycrafters to their gameplay. Their ‘scientific’ approach is described by using Aristotle's concepts episteme, techne and phronesis. His concepts have been chosen as they help us to analyse the different layers of the meaning of ‘theory’ in theorycrafting. This article investigates which understanding of theory and science is central in the practice of theorycrafting. How is a specific concept of science part of mechanisms of participatory surveillance? Theorycrafting can be understood as the desire of players to gain control over the game and share this knowledge with other players. The production of knowledge for the community leads to formulas that are used to improve playing skills, but through the spread of add-ons and forms of social control, it can also be described as a tool for surveillance.  相似文献   

10.
User experience research on the affective dimensions of videogame players’ interactions has looked to psychophysiological measures as proxies for emotional states. We add to the growing body of literature on this topic and offer our research as a novel application to the methodological toolbox of sociolinguistics. We present a case study of an interaction occurring in a mixed‐gender group (3m/1f) playing a video game that has a potentially sexualized component in gameplay, using a Nintendo Wii‐mote joystick as a mimetic penis in the game Mario Party 8. Through a detailed analysis of (1) gameplay interaction, including talk, laughter and gesture, (2) participants’ electrodermal activity (EDA), and (3) a post‐game debriefing, we track the varied engagements of the players in‐game and with each other, showing how the design of the game itself and the entanglement of hardware and software design with gendered gameplay serve to marginalize and exclude the female participant.  相似文献   

11.
According to the cognitive perspective on gambling, regular gamblers persist in trying to win money at gambling because they hold a set of false beliefs about the nature of gambling, the likelihood of winning, and their own expertise. In order to investigate this claim, twenty seven university students were recruited who played one of three types of games at least twice a week: slot machines, video draw poker, and video amusement games. Subjects played their preferred machines on site (clubs, hotels and amusement arcades) first for at least thirty minutes and then the other two games for a minimum of twenty minutes each. During play, each subject spoke aloud into a microphone describing what he or she was doing or thinking about in the game. It was hypothesised that slot machine players would verbalise more irrational thinking than video poker or video amusement players and that slot machines would elicit more irrational thinking than video poker or video amusement machines. Most importantly, it was hypothesised that slot machine players would exhibit relatively greater amounts of irrational thinking when playing their preferred game. The data supported all three hypotheses. Out of all of the statements made by slot machine players when playing slot machines, 38% were categorised irrational. Furthermore, 80% of the strategic statements made by slot machine players while playing slot machines were categorised as irrational. These results are consistent with earlier work which showed high levels of irrational thinking in artificial gambling games. Together, the results provide support for a cognitive view of the origins of gambling problems.  相似文献   

12.
It is surprising to note the scarcity of contributions in social movement literature related to so-called conspiracy theories. A considerable amount of the work on these topics has been produced in political science, history, media studies, social psychology and other disciplines. These accounts have often adopted a stigmatizing approach, looking at conspiracy theories as forms of pathologies (whether psychological, social or political). Moving from such a perspective to a constructivist one, I argue that conspiracy theories should represent an object of interest for social movement scholars: conspiracies supporters go into the streets to highlight their issues, protest against authority, propose alternative lifestyles and often claim to look for a better/different society. Applying the social movements toolkit can allow to better understand this phenomenon and apply critical perspectives in a more effective manner. On the basis of this premise, the first part of this article reviews the existing literature on conspiracy theories, also identifying the main lacunae; the second part outlines some possible research questions and lines of inquiry, moving beyond the classical theories in the field of social movement studies. The paper also introduces a number of new concepts, such as conspiracy mobilizations and conspiracy coalitions.  相似文献   

13.
Due to intensive marketing and the rapid growth of online gambling, poker currently enjoys great popularity among large sections of the population. Although poker is legally a game of chance in most countries, some (particularly operators of private poker web sites) argue that it should be regarded as a game of skill or sport because the outcome of the game primarily depends on individual aptitude and skill. The available findings indicate that skill plays a meaningful role; however, serious methodological weaknesses and the absence of reliable information regarding the relative importance of chance and skill considerably limit the validity of extant research. Adopting a quasi-experimental approach, the present study examined the extent to which the influence of poker playing skill was more important than card distribution. Three average players and three experts sat down at a six-player table and played 60 computer-based hands of the poker variant “Texas Hold’em” for money. In each hand, one of the average players and one expert received (a) better-than-average cards (winner’s box), (b) average cards (neutral box) and (c) worse-than-average cards (loser’s box). The standardized manipulation of the card distribution controlled the factor of chance to determine differences in performance between the average and expert groups. Overall, 150 individuals participated in a “fixed-limit” game variant, and 150 individuals participated in a “no-limit” game variant. ANOVA results showed that experts did not outperform average players in terms of final cash balance. Rather, card distribution was the decisive factor for successful poker playing. However, expert players were better able to minimize losses when confronted with disadvantageous conditions (i.e., worse-than-average cards). No significant differences were observed between the game variants. Furthermore, supplementary analyses confirm differential game-related actions dependent on the card distribution, player status, and game variant. In conclusion, the study findings indicate that poker should be regarded as a game of chance, at least under certain basic conditions, and suggest new directions for further research.  相似文献   

14.
In this paper, we analyse processes of domestication as collective enactments, using online game playing of World of Warcraft as a case. We study how groups of players – guilds – develop practices and sense-making with respect to the technologies they use in their shared endeavours in raids to battle monsters. Previous studies of domestication have mainly focused on single-actor strategies and relatively little attention have been given to the impact of concerns for particular domestication outcomes, for example in competitive situations or with goals related to efficiency. This paper contributes to domestication theory by analysing what we call collective domestication in a performance-oriented setting, to see how domestication may produce compatible outcomes for individuals that need to act together. The paper is based on a one-year participant observation and qualitative interviews with players. Three types of players were identified – hardcore, casual and moderate – representing three rationales of play: a high level of performance, social benefits, or a combination of the first two. In the analysis, we compare how these three types of player groups’ domesticated the game. A main finding is that collective enactments of technology need extensive managerial efforts unless the group share a coherent and uncontested rationale for playing, thus being a moral community.  相似文献   

15.
This paper considers the popularity and social significance of the gaming series Championship Manager/Football Manager. Sport-related games continue to be one of the most popular forms of digital gaming, and the series has proved to be one of the most successful of all time. Drawing on 32 interviews with game players and developers of this series, this paper argues that this series has proved particularly popular due to its 'intertextual' links to the sport of football, which allows this game to be drawn on as a resource in conversations and social networks. In particular, this paper argues that aspects of gaming, such as performativity and control, extend and cross-cut with wider social formations. Hence, the author argues that it is crucial that considerations of digital games seek to locate these within wider social and cultural patterns.  相似文献   

16.
We compare coordination success of individuals and teams in the minimum effort coordination game. The game is played by groups of either five individuals or five two-person teams with either fixed or random re-matching protocols. When groups are fixed, teams perform at least as well as individuals, if not better, in terms of coordinating to the payoff dominant outcome. But with random re-matching, teams experience pervasive coordination failures. A public recommendation to a strategy or a performance bonus exhorting players to coordinate to the payoff-dominant equilibrium has similar impact on coordination for both individuals and teams playing with fixed matching. However, coordination is far more difficult to achieve with teams playing under random re-matching. Our results have implications for the design of work-groups in organizations.  相似文献   

17.
What happens when a prime minister frames a momentous protest as a foreign conspiracy? The Turkish government’s reaction to the Gezi Park protests, a reaction centred on a conspiracy theory about an ‘interest rate lobby,’ provides a unique case to explore the impacts of conspiracy theories about big-scale protests. Relying on quantitative and qualitative content analysis of online users’ responses to the government’s conspiracy theories, I discuss the socio-political significance of this conspiratorial rhetoric. The findings demonstrate that (1) the previous political views of online users predict their responses to conspiracy theories, and (2) the users’ comments were centred on their perceptions of the government. These show that people tend to interpret the conspiracy theories in line with their political values and interests, and, accordingly, that the government’s conspiratorial frames concerning the protests seem to have contributed to the political fragmentation by enhancing the division between the Justice and Progress Party (AKP) supporters and opponents.  相似文献   

18.
On the basis of ten months of fieldwork studying a role‐playing guild in the game World of Warcraft, this article shows that contrary to the idea that virtual worlds are seductive illusions, technology does not necessarily support players' feelings of being immersed in fictional worlds. Applying Goffman's frame theory, the author explains how role‐players in the game actively upkey elements from primary frameworks in order to create and uphold the frame of being in a fictional world. This kind of narrative immersion is rather hindered than facilitated by technology.  相似文献   

19.
This article looks at racism, nationalism, and culture wars within multicultural Internet communities, specifically looking at Omerta, an international mafia‐themed text‐based massively multiplayer online role‐playing game (MMORPG). Omerta allows players to live and create a world of their own where groups of players, called families, interact and work together in peace and war. The text‐based aspect leads the majority of play dealing with negotiations in multi‐user chat (Internet Relay Chat), with the focus being on diplomacy and negotiation. Within the Omerta game, players of Turkish nationality have been refused admission into some families due to the perception that their primary loyalties are to other members of their own nationality, rather than members of their current family. This has led to much turmoil within the community and the creation of “Turkish Alliances”— families consisting of only Turkish players due to the lack of recruiting from other nationalities. What does this say about the functionality of multiculturalism and the possibility for success?  相似文献   

20.
Games for learning often aim to change players’ identities (e.g., helping students be more like scientists, urban planners, or empowered problem solvers). An alternative approach to changing player identity is to design games that better account for the nested identities of students as players. We use a “nexus of identification” framework to interpret student gameplay and suggest an alternative approach to educational game design that accounts for identity, rather than transforms it.  相似文献   

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