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1.
Research has noted many similarities between video gaming and gambling activities. It has been suggested that video game players may also be attracted to gambling, although there is limited research on this possibility. The present study examined concurrent video gaming and gambling habits in a sample of regular video game players in Australia (N = 485, 84 % male, M age = 25.8). Gambling involvement was found to be a generally unpopular activity among regular video game players. No significant association between frequency of video game play and frequency of gambling was found. Although significant correlations between gaming ‘addiction’ scores and gambling frequency were identified, age was the only significant predictor of gambling when controlling for all remaining variables. These findings are critically discussed in the context of past research, and future research directions concerning the link between video gaming and gambling are proposed.  相似文献   

2.
Motmans R 《Work (Reading, Mass.)》2012,41(Z1):2476-2481
Forklift drivers in warehouses are often exposed to whole body vibration (WBV) during the total day. There is however an association between working as a forklift operator and the development of low back pain. In this study the exposure to WBV was measured in five forklift drivers who performed a standardised order picking task during 10 minutes. The effect of driving surface (uneven concrete vs. new flat concrete), driving speed (15 km/h vs. 8 km/h) and seat suspension (mechanical suspension vs. air suspension) was investigated. Improving the driving surface was the most effective preventive measure by reducing the whole body vibration with 39%, from 1.14 to 0.69 m/s2. Lowering the speed limit resulted in a reduction of WBV with 26% (1.05 vs. 0.78 m/s2). An air suspension seat was 22% more effective compared to mechanical suspension (1.02 vs. 0.80 m/s2). On uneven concrete an air suspension seat performed even better by reducing the WBV by 29% (1.33 vs. 0.95 m/s2). A combination of a new driving surface, limiting the maximum speed and the introduction of an air suspension seat reduced the whole body vibrations below the action limit of 0.5 m/s2 as mentioned in the European directive. None of the interventions were effective enough on their own.  相似文献   

3.
This article takes an interactionist perspective and explores how people engage in strategic activity in the context of a chess game. Based on participant observation in the chess community and interviews with twenty amateur chess players, it examines the most relevant issues to players as they form their lines of action during play. It considers the following dimensions: incorporation of routine activity and style, role taking, impression management, engrossment, and composure. By examining these dimensions, we can gain an understanding of strategic activity as a generic social process. Further, drawing connections from strategic activity in chess to other areas of human group life indicates directions for future research.  相似文献   

4.
Deception and manipulation are expected in strategic gameplay, but how do players negotiate what counts as acceptable kinds of manipulation? We compare three examples from a corpus of 30 hours of competitive board game play, using conversation analysis to examine how players orient to the reasonableness of manipulations. We show that contingencies of timing of the attribution and receipt of the manipulation are as morally concerned as manipulation itself. Players organize their negotiations of acceptability around the concept of a “sporting” player or move. The “sporting” resource shows one situated members' method for collaboratively managing fairness and morality in play. A video abstract is available at https://youtu.be/IlaE‐w6FUxw .  相似文献   

5.
OBJECTIVE: Cell phone use while driving is hazardous; it quadruples the risk of a collision and multiplies the risk of a fatality nine-fold. The National Highway Traffic Safety Administration estimates that 8% of young drivers and 5% of all drivers use cell phones while driving. PARTICIPANTS AND METHODS: The authors trained graduate student volunteers to observe the daytime cell phone use of 3,650 drivers leaving the student exits of college parking structures at a large university. RESULTS: The student observers recorded a cell phone usage rate of 11.1%, which was significantly higher than that seen in the National Occupant Protection Use Survey (p<.00001). Female drivers were 1.51 times more likely to be using a cell phone while driving than were men (12.9% vs 8.6%, p<.001), and drivers with passengers were 0.15 times more likely to drive while telephoning than were solo drivers (1.8% vs 12.1%, p<.001). CONCLUSIONS: The authors offer suggestions for possible interventions to reduce this hazardous behavior.  相似文献   

6.
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   

7.
The elderly represent the fastest growing driving population. Older drivers have a high crash rate per distance traveled, a high risk of injury or death in traffic accidents, and are commonly found to be ‘at fault’ in crashes. This reality has focused more interest on issues associated with the fitness to drive and the safety of older drivers. Many older adults depend greatly on their personal vehicle for transportation and suffer a marked loss of quality of life when, as a consequence of no longer being able or permitted to drive, their mobility becomes significantly restricted. The reasons for the deterioration of driving performance that occur during the aging process are multi-factorial and a great deal of research has focused on the identification of those factors. Nevertheless, some studies incorporating training programs have tried, with some success, to improve the driving-related abilities of older drivers. It has been demonstrated that physical activity can promote several skills that are associated with driving performance in older drivers. Few studies, though, have conducted exercise interventions among older drivers intended to enhance their driving-related abilities and promote road safety. In this context, the purpose of this work consists of examining the perceptual, cognitive, health, and physical factors related to fitness to drive in older adults and identifying possible strategies that can enhance their driving-related abilities. Moreover, potential mechanisms underlying the relationship among physical activity, driving ability, and road safety are discussed.  相似文献   

8.
To better understand the motivations behind the multilateral bargaining behaviors observed in the laboratory, I consider a modified many-player divide-the-dollar game in which players cannot propose again if they were randomly selected in one of the previous rounds but failed to provide an accepted proposal. This finite-horizon bargaining model without replacement captures the legislative process in which each legislator has only one opportunity to propose while the order of proposers is unknown. The unique symmetric subgame perfect equilibrium has several features that allow the transparent interpretation of experimental data. I find that proposers do not fully extract their rent, but the concern about inequity aversion is not a driving factor even in a myopic sense. Out-of-equilibrium observations suggest that retaliation and the fear thereof may be driving factors.  相似文献   

9.
Exercise can improve speed of behavior in older drivers   总被引:2,自引:0,他引:2  
The main aim of this research was to study the effects of a specific exercise program on the speed of behavior of older adults during on-the-road driving. Twenty-six drivers (55-78 yr old) were randomly assigned to either an exercise group or a control group. The exercise program (3 sessions of 60 min/wk for 8 wk) incorporated tasks that induced the participants to respond quickly to challenging situations. On-the-road driving tasks (under single- and dual-task conditions) included measures of simple and choice reaction time, movement time, and response time. Significant positive effects were found at follow-up resulting from participation in the exercise program: Improvements were found for several measures in all driving tasks, and a composite score reflected a better general drivers' speed of behavior. These results show that exercise can enhance speed of behavior in older drivers and should therefore be promoted.  相似文献   

10.
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   

11.
Little empirical investigation has been made of the relationship between personality and gambling play style. In an observation of on-table poker behavior, this study classified 44 players competing in an amateur league (43 male; mean age 32) according to two main dimensions of play style; tight or loose and aggressive or passive. Superstitious beliefs towards the game were additionally measured. The NEO-PI-R questionnaire (Costa and McCrae, Revised NEO personality inventory (NEO-PI-R) and NEO-five factor inventory (NEO-FFI) professional manual, 1992) was used to measure personality according to the five-factor model. Results showed players with superstitious beliefs to be significantly higher in neuroticism and lower in conscientiousness and than those with no superstitious beliefs. Results approaching significance showed players adopting an aggressive style to be higher in extraversion than passive players and superstitious players to be lower in extraversion than non-superstitious players. Analysis of play style according to age of player revealed a significantly higher mean age among loose compared to tight players. Implications of results concerning validity of these style classifications and potential development in future work are discussed.  相似文献   

12.
In order to prevent the over-representation of young drivers in car crashes, France instated an early driver training from the age of 16, but the positive effects of this opportunity have not yet been proven. Three groups of male drivers (12 subjects each) were confronted with some prototypical accident scenarios introduced in a simulated urban circuit. The first and second groups were composed of young drivers having less than one month of driving licence; twelve have had a traditional learning course, and twelve had followed, in addition to the initial course, an early driver training under the supervision of an adult. The third group was composed of experienced drivers. Strategies of the three groups were analyzed through their response time, speed and maneuvers. No difference appeared across groups regarding obstacle detection. But traditionally-trained drivers' position control was more conservative than the two others groups, which were more likely to involve efficient evasive action. The exposure gained during early training could thus increase the development of visuo-motor coordination and involve better skills in case of difficult situations. Others accidents' scenarios could be used to confront young drivers with difficult situations not commonly encountered in natural driving.  相似文献   

13.
This article explores the connections between game studies and surveillance studies. Although much of previous research analyzes surveillance as an oppressive practice, a more critical approach has recently identified the playful and enjoyable sides of watching and exposing. Surveillance in fact has many playful and game-like functions, which have not yet been addressed in their full extent. In this article, the vocabulary of play and game is used in order to uncover these game-like functions or surveillance practices. Five distinct game metaphors are presented: (1) cat-and-mouse, (2) hide-and-seek, (3) labyrinth, (4) sleight-of-hand and (5) poker. These metaphors reveal connections between enjoyment and control. Their implications are discussed both in urban settings and in virtual surroundings. In this article it is argued that faking, tricking and camouflaging have become persistent elements of urban and virtual cultures. There is no single authority watching, nor single context of surveillance and/or play. Rather, there are multiple players with variable motives. Examining the game elements of surveillance facilitates a broader understanding of how this practice moves beyond power and discipline. It also shows how surveillance and games are more intertwined than might have previously been recognized.  相似文献   

14.
In modern casinos, multiline slot machines are becoming increasingly popular compared to traditional, three-reel slot machines. A paucity of research has examined how the unique presentation of near-misses and the use of a stop button in multiline slot machines impact erroneous cognitions related to the perception of skill and agency during play. Our goal therefore was to determine the prevalence of erroneous cognitions pertaining to near-miss outcomes and the usage of a stop button and then to see whether the stop button affected players’ experiences of winning, losing and near-miss outcomes. We recruited 132 gamblers from a casino in Ontario. They played two versions of a slot machine simulator: one with a stop button and one without a stop button. We measured player’s arousal [skin conductance responses (SCRs), pressure on the spin-button), and behavioural responses (post-reinforcement pauses (PRPs)] to wins, losses and near-misses during play. We predicted more robust physiological SCRs and longer PRPs to wins in the stop button game. We also predicted that near-misses encountered in the stop button game would trigger greater levels of arousal and frustration in players, as indexed by larger SCRs, and greater force applied to the spin button to initiate the next spin. Erroneous cognitions pertaining to the stop button and near-misses respectively were assessed following play. Results showed that a small but meaningful percentage of players held erroneous cognitions about the stop button (13.6%) and near-misses (16%). Players depressed the spin button harder, and had larger SCRs for all outcomes when using the stop button. Players also paused longer for near-misses in the game involving the stop button. Our findings converge to suggest that the stop button encourages an erroneous perception of skill in some players, and consequentially impacts how such players perceive their outcomes in multiline slot machines.  相似文献   

15.
16.
Multiline slot machines allow for a unique outcome type referred to as a loss disguised as a win (LDW). An LDW occurs when a player gains credits on a spin, but fewer credits than their original wager (e.g. 15-cent gain on a 20-cent wager). These outcomes alter the gambler’s play experience by providing frequent, albeit smaller, credit gains throughout a playing session that are in fact net losses. Despite this negative overall value, research has shown that players physiologically respond to LDWs as if they are wins, not losses. These outcomes also create a “smoother” experience for the player that seems to promote a highly absorbing, flow-like state that we have called “dark flow”. Past research has indicated that there may be a relationship between problem gambling status and dark flow, as well as between dark flow, depression, and gambling expectancies. In this study, we sought to further understand these relationships, while examining the influence of LDWs on game preference in the context of single versus multiline slots play. We used a realistic slot machine simulator equipped with a force transducer to measure how hard players pressed the spin button following different outcomes. This measure of arousal showed that LDWs were treated similarly to small wins. Participants overwhelmingly preferred the multiline game and experienced more positive affect while playing it, compared to the single-line game. Problem gambling severity index scores were related to dark flow in both games, but this relationship was stronger for the multiline game. Additionally, depression symptomatology and dark flow were strongly correlated in the multiline game, with significant relationships between depression and gambling expectancy, and gambling expectancy and dark flow ratings also emerging.  相似文献   

17.
Tilt in poker implies a deviation from an individual’s usual playing style, at a strategic, emotional and behavioural level. It is a specific characteristic of poker, which can affect all kinds of players with varying degrees of frequency. In addition, tilt could be a transitional form of pathological gambling behaviour and a gateway to addiction. The main objective of this research is therefore the design and validation of a measuring scale for tilt episode frequency in an online poker gamblers’ group. Twenty-one items based on the literature and interviews with 10 poker players were created. An online self-administered questionnaire was completed by 263 poker players to validate this scale. The mean age of the sample was 26.7 (SD = 4.45). The Online Poker Tilt Scale (OPTS) consists of 17 items and is the first validated tool for measuring the frequency of tilt episodes associated with online poker. It is composed of two factors: ‘emotional and behavioural tilt’ and ‘cognitive tilt’. Tilt seems to be an essential part of understanding online poker behaviour. This tool will enable researchers studying online poker addiction to perform research on the mechanisms and processes that lead to tilt and its consequences.  相似文献   

18.
Studies point to a relationship between fantasy sports/daily fantasy sports (DFS) play and gambling behavior. However, little is known about the nature of those relationships, particularly regarding the development of gambling problems. This study investigates the nature, frequency, and preferences of gambling behavior as well as problem gambling severity and comorbid conditions among DFS players. Data were collected from an epidemiologic survey of 3634 New Jersey residents on gambling and leisure activities. Participants were contacted by phone (land-line and cell) and online to obtain a representative, cross-sectional sample of non-institutionalized adults, aged 18 years or older. Excluding non-gamblers, the remaining 2146 participants, included in these analyses, indicated they had either played DFS (n = 299) or had gambled but not played DFS (1847) in the past year. Univariate comparisons and multiple logistic regression analyses were performed to identify the most significant characteristics and predictors of DFS players. Overall, a higher number of gambling activities, high frequency gambling, male gender, and reports of suicidal thoughts in the past year were most predictive of DFS players. Being Hispanic (vs. Caucasian) and/or single (vs. married or living with a partner) also doubled the odds of DFS play. Findings suggest that DFS players are characterized by high gambling frequency and problem severity and comorbid problems, notably suicidal ideation. Future research should examine the motivations and possible etiological sub-types of DFS players and the nature and course of DFS play, particularly in relation to gambling behavior and the development of gambling and other problems.  相似文献   

19.
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   

20.
The game of poker has dramatically increased in popularity in America over the past decade, and includes a new trend in poker in which tournaments are played with no monetary wagering. These “free” poker tournaments are the primary focus of this project. Our interest in these free poker tournaments was twofold: first, we wished to identify what would motivate a person to play poker when there is no profit motive; second, we wanted to learn how the social dynamics of the game itself may or may not change when monetary risk is not present. Through covert participant observation of free poker tournaments at four different locations we were able to discover three main motivations among the players: sharpening skills for later cash games, sociability, and gaining the status of a “regular player.” We also discovered that the tenor and tempo of the game tended to vary not as a function of the location, but rather because of the social class of the players. We offer several hypotheses to guide future research endeavors in this area.  相似文献   

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