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1

Bopp, Stacey-Lee. "A phenomenological study of problematic internet use with massively multiplayer online games." Thesis, Nelson Mandela University, 2017. http://hdl.handle.net/10948/13757.

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Massively multiplayer online games (MMOG’s) are a specific form of online computer games that allow for millions of people to simultaneously play online at any time. This form of online gaming has become a huge phenomenon worldwide both as a popular past time and a business endeavour for many individuals. There are more than 16 million people worldwide who subscribe to fantasy role-playing online games. Although such games can provide entertainment for many people, they can also lead to problematic Internet use (PIU). PIU has also been referred to as Internet addiction, and can cause significant problems in an individual’s functioning. The study aimed to enhance a greater understanding of the phenomenon of male adults’ experiences PIU with MMOG’s. More specifically the study aims to identify if PIU with MMOG’s can be considered a form of Internet addiction within South Africa. Furthermore, assisting in the further development of online addiction diagnosis and treatment strategies. The study utilised an interpretive phenomenological approach (IPA) and participants were purposively sampled. The data was collected using semi-structured individual interviews. Furthermore, Braun and Clarks thematic analysis was used during data analysis while incorporating the four major processes in phenomenological research, namely 1) epoche, 2) phenomenological reduction, 3) imaginative variation and, 4) synthesis. Themes that emerged from the analysis of the participants’ experiences included, initial description of use, motives for continued use of MMOG’s, consequences of PIU with MMOG’s, perceptions of PIU with MMOG’s, and treatment considerations. This study provided a thick description of South African and international literature and combines the literature with the themes that emerged from the participants experiences in order to produce discussions based on the findings of this qualitative study. Conclusions, recommendations, and limitations of this study informed future research on cyber citizenship by providing a detailed understanding of the context of South African male adults’ experiences of PIU with MMOG’s.
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2

Spoors, Glen R. "Meaning and emotion in Squaresoft's Final Fantasy X: Re-theorising realism and identification in video games." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2005. https://ro.ecu.edu.au/theses/619.

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This thesis takes the position that traditional theories of "realism" and "identification" misrepresent the relationships between players and videogames, and that a cross·disciplinary approach is needed. It uses Ed Tan's (1997) and Torben Grodal's (1997) analyses of narrative, cognition, and emotion in film as a basis for interrogating existing research on, and providing a working model of, video gameplay. It develops this model through an extended account of Squaresoft's adventure role-playing game Final Fantasy X (FFX) (2001), whose hybrid narrative and game macrostructures foreground many of the problems associated with video games. The chapters respectively address; existing research on video games; how perceptual qualities of the interface determine the reality status of gameplay; how narrative and game codes regulate or retard interest; FFX's henneneutic coding of reality; the dual narrative and game coding of video game characters; the uses and limits of the psychoanalytic concept of identification when analysing video games; how gameplay promotes empathetic emotions towards characters; how players develop empathetic emotions towards themselves; and how the disjunctive quality of play may have un existential quality.
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3

Chan, Holing Sarah, and 陳可苓. "The associations between video gaming, sleep, and neuropsychological functioning in Hong Kong children." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2014. http://hdl.handle.net/10722/209534.

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This study examined the associations between video gaming, sleep, and neuropsychological functioning. A total of 143 mother-children dyads were included in the study. The children’s neurocognitive functions were measured using the Wechsler Intelligence Scale for Children– Fourth Edition (Hong Kong), the Test of Everyday Attention for Children (TEA-Ch), and the Grooved Pegboard Test. Sleep quality was measured by the Children's Sleep Habits Questionnaire (CSHQ) and the Pittsburgh Sleep Quality Index (PSQI). Problematic behaviors were measured using the Child Behavior Checklist (CBCL). It was found that (1) more video gaming was associated with poorer subjective sleep quality and shorter total bed time, but not any actual reported sleep time or any domains of problematic sleep in children, (2) playing video games before bed was not associated with more sleep problems in children, (3) children with more sleep problems were perceived to have more internalizing and externalizing behaviors, (4) sleep problem was negatively associated with tests of perceptual reasoning abilities, and had a moderating effect on the relationship between video-gaming and a hand-eye coordination task. Results implied video gaming might not be predominantly bad for children, and the use of it as a training tool must target specific cognitive skills in order to be effective. Children’s sleep problems should be part of a clinical computation and adequately addressed.
published_or_final_version
Clinical Psychology
Master
Master of Social Sciences
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4

Kumar, Arati. "Level of challenge and task persistence : a study of children in a cognitive activity /." Thesis, This resource online, 1991. http://scholar.lib.vt.edu/theses/available/etd-11072008-063215/.

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5

Said, Laila Refiana. "The influences of cognitive, experiential and habitual factors in online games playing." University of Western Australia. Faculty of Economics and Commerce, 2006. http://theses.library.uwa.edu.au/adt-WU2006.0100.

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[Truncated abstract] Online games are an exciting new trend in the consumption of entertainment and provide the opportunity to examine selected antecedents of online game-playing based on studying the cognitive, experiential and habitual factors. This study was divided into two parts. The first part analysed the structural relations among research variables that might explain online game-playing using the Structural Equation Modeling (SEM) techniques. These analyses were conducted on a final sample of 218 online gamers. Specific issues examined were: If the variables of Perceived Game Performance, Satisfaction, Hedonic Responses, Flow and Habit Strength influence the Intention to Replay an online game. The importance of factors such as Hedonic Responses and Flow on Satisfaction in online game play. In addition to the SEM, analyses of the participants? reported past playing behaviour were conducted to test whether past game play was simply a matter of random frequency of past behaviour, or followed the specific pattern of the Negative Binomial Distribution (NBD). … The playing-time distribution was not significantly different to the Gamma distribution, in which the largest number of gamers plays for a short time (light gamers) and only a few gamers account for a large proportion of playing time (heavy gamers). Therefore, the reported time play followed a simple and predictable NBD pattern (Chisquare=. 390; p>.05). This study contributes to knowledge in the immediate field of online games and to the wider body of literature on consumer research. The findings demonstrate that gamers tend to act habitually in their playing behaviour. These findings support the argument that past behaviour (habit) is a better explanation of future behaviour than possible cognitive and affective explanations, especially for the apparent routinesed behaviour pattern on online games. The pattern of online game-playing is consistent with the finding of the NBD pattern in television viewing, in which the generalisability of the NBD model has been found in stable environments of repetitive behaviour. This supports the application of the NBD to areas beyond those of patterns in gambling and the purchase of consumer items. The findings have implications both for managerial and public policy decision-making.
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6

韓政龍 and Ching-lung Hon. "Biorhythms, state anxiety and mood states as predictors of racquet games performance." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31257203.

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7

Mills, Criss Bentley. "War game." Thesis, Georgia Institute of Technology, 1988. http://hdl.handle.net/1853/23092.

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8

Kim, Jung K. "The influence of flow experience on video games and agression." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1371467.

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The relationships between violent content and aggression have not been fully understood and explained in video game research literature. This study sought to determine if video game players" flow experience--a psychological absorption—explains the aggression that can follow video game playing. Employing a survey, this project sought to determine if relationships existed among degrees of violence portrayed in video games, degrees of flow experience, and subsequent aggressive attitudes after gaming. In this study, it was determined that a player's flow experience is more strongly correlated with aggression than is the violent content of video games. Moreover, contradicting the common belief that the video game companies make more profit by increasing the quantity of violent content, there is actually no significant relationship between violence and purchase of video games. However, along the same lines of Hoffman and Novak (1977), this study discovered an increase in purchasing intent related to flow experiences in video games.
Department of Telecommunications
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9

Behrenshausen, Bryan G. "Touching is Good: An Eidetic Phenomenology of Interface, Interobjectivity, and Interaction in Nintendo's "Animal Crossing: Wild World"." Fogler Library, University of Maine, 2007. http://www.library.umaine.edu/theses/pdf/BehrenshausenBG2007.pdf.

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10

Pavlas, Davin. "A model of flow and play in game-based learning the impact of game characteristics, player traits, and player states." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4513.

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In this dissertation, the relationship between flow state, serious games, and learning was examined. Serious games, which are games that convey something other than enjoyment (e.g., learning), are increasingly popular platforms for research, training, and advertisement. The elements that make serious games useful to researchers, trainers, and practitioners are closely linked to those that make up the positive psychology construct of flow state. Flow state describes an optimum experience that is encountered when a variety of factors are met, and is characterized by high focus, engagement, motivation, and immersion. While flow state is often discussed in the serious games literature, in-depth empirical examinations of flow state remain elusive. In this dissertation I addressed this need by conducting a thorough literature review of flow, serious games, and game-based learning in order to propose a new model of flow in games. Two studies were conducted in support of this model. The first experiment consisted of the creation and validation of a play experience scale. Based on the data from 203 Study 1 participants, the Play Experience Scale was validated for use with video games. The 14-item version of the Play Experience Scale was composed of the components of freedom, lack of extrinsic motivation, autotelic experience, and direct assessment of play. The scale was reliable, with a calculated alpha of .86. In the second study, the newly developed scale was used alongside an immune system serious game to examine the impact of play, in-game performance, and emotional experience on flow in games. In an effort to provide a more symmetrical version of the scale, two items were added to the scale, resulting in a 16-item revision. Based on the empirical results obtained from Study 2's 77 participants, the proposed model of flow in games was revised slightly.; Though Study 2 only examined a subset of the overall model of flow in games, the evidence suggested the model was a good theoretical match. Further, the two added items of the Play Experience Scale were valid, providing a final 16-item version of the scale. Play and in-game performance were key predictors of game-based learning. Additionally, play, video game self-efficacy, and emotional experience exhibited a reciprocal relationship with flow state. Implications for serious game development, scientific research into games and learning, and industry testing of game playability were provided. Following these implications, conclusions were presented alongside suggestions for further research.
ID: 029051055; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2010.; Includes bibliographical references (p. 163-184).
Ph.D.
Doctorate
Department of Psychology
Sciences
Applied Experimental and Human Factors
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11

Enigk, Mary Ellen. "A study on the nature and frequency of adult comments at Little League baseball games." Virtual Press, 2002. http://liblink.bsu.edu/uhtbin/catkey/1231339.

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The National Alliance for Youth Sports compared field reports released in 1995 to those in 2000, illustrating a 5% to 15% increase in adults that have gotten out of line at youth events (Carlozo, 2000). The purpose of this study was to assess the nature and frequency of adult comments at Little League baseball games for children ages 9 to 12. In addition, adults were surveyed in order to evaluate their personal opinions of crowd conduct.The participants in this study consisted of adults attending Little League baseball games in rural Indiana from May 30, 2001 to June 26, 2001. To address the purpose of the study, the researcher recorded adult comments using an adaptation of the Parent Observation Instrument for Sports Events (Kidman et al., 1999). An additional sample of 65 adults attending the last game of the season was purposefully selected to complete the survey portion of the study.The researcher tried to determine if there were significant differences between the nature of the adult comments (positive or negative), the frequency of adult comments by team play (offense or defense), by gender of the adult, by team status (winning or losing), or by competitive level (major league or minor league). Additionally, the researcher tried to determine whether there were qualitative differences between actual comments and adult opinions of comments.A chi square analysis was calculated for hypotheses 1 - 5 (p < .05) and the last hypothesis compared a chi square calculation to the frequency counts on a survey of adults. The results showed a significant difference in the frequency of comments based on the nature of the comment (positive/negative), gender, and competitive level (major league/minor league). There was no significant difference between team status (winning/losing) and frequency of comments made. There was consistency between adults' opinions of comments and actual observations. Observation results showed higher frequencies of positive comments than negative comments. Through survey data analysis, it was determined that adults believed more positive comments were made at the games.
School of Physical Education
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12

Sutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.

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This thesis identifies and explores the types of communication modes that exist in video games. Different types of communication are identified and discussed based on Frye's audience centered theory of modes. The inferior communication mode, the mimetic communication mode, the leader-centered communication mode, the romantic communication mode, and the mythical communication mode are all explained. A convenience sample of six video game players were interviewed about video games. An analysis of their self-identification statements revealed that players seek a high level of romantic communication when playing video games. The romantic communication mode makes the video game world an idealized place where the players are able to manipulate their circumstances or show more intelligence than the user in reality. Uses of the communication modes are also explained.
Department of Telecommunications
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13

Cheung, Mei Fung Meily. "The role of video game in the cultivation of literacy : a medium perspective." HKBU Institutional Repository, 2009. http://repository.hkbu.edu.hk/etd_ra/1053.

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14

DeHart, Gretchen L. "Out of character : issues of identity, acceptance,and creativity in tabletop role-playing games." Muncie, Ind. : Ball State University, 2008. http://cardinalscholar.bsu.edu/376.

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Rosa-Stoffel, Deborah Kay. "A psychological study of male and female recreational soccer players." CSUSB ScholarWorks, 1986. https://scholarworks.lib.csusb.edu/etd-project/229.

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16

Dapra, Charles. "Action Video Game Skill Level Predicts Performance on Target Detection and Identification in a Simulated Combat Environment." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1214.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Sciences
Psychology
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17

Rousseau, Jemiema C. "Participation in competitive games and the development of cooperation among adolescent girls." Thesis, Stellenbosch : Stellenbosch University, 2002. http://hdl.handle.net/10019.1/52985.

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Dissertation (PhD)--University of Stellenbosch, 2002.
ENGLISH ABSTRACT: This study explored the potential of competitive games and cooperative games as means for teaching adolescent girls some of the concepts that support cooperation. Hellison's (1995) levels for teaching responsibility were used as guidelines for selecting specific teaching strategies. The intervention consisted of a theme-oriented intervention programme presented to two experimental groups. One group (n = 9) participated in a games programme that consisted of competitive activities and the other group (n = 9) participated in a games programme that consisted of cooperative activities. The experimental groups were presented with theme-oriented lessons based on four concepts that support cooperation: sportsmanship, communication, trust and responsibility. A control group (n = 18) was also identified and used for statistical comparisons. In order to set a context for this study, background information was gathered using a questionnaire to determine how girls from the school (N = 194) felt about competitive games and sports. Three measurement instruments were used to collect data. The assessment of how the girls at the school felt about competitive games and sport was completed, using Gill & Deeter's (1988) Sport Orientation Questionnaire (SOQ). Pre- and posttesting of the girls in the experimental groups also included the SOQ. Harter's (1985) Self-perception Profile was used to measure perceptions of perceived social acceptance. Soudan and Everett's (1981) 24-item questionnaire was used to determine any changes in how the girls in the experimental groups perceived the benefits of participation in physical activity. Results of the Sport Orientation Questionnaire for High School Girls (N = 194) indicate that the girls like competitive activities and enjoy competing, but for them, it is more important to set personal goals in competitive games than it is to win. Following the comparison between pre- and post-test data, it was concluded that the theme-oriented competitive games programme had an effect on how the girls feel about participation in games and sports. They became significantly less competitive in their orientation. No changes were noted in their perceived social acceptance. A significant increase in their perception that participation in sport and physical activity has social benefits as well as benefits in preparing them for a career/job were noted. The theme-oriented cooperative games programme also had a significant effect on how the girls feel about participation in games and sports. The competitive nature and win orientation of the girls participating in the cooperative games programme significantly decreased. No changes were noted in their social acceptance. There was a significant increase in their perception that participation in sport and physical activity has health and fitness benefits. Results on comparing the groups indicate that the perceived athletic competence of the competitive group increased significantly when compared to the cooperative group. No other changes were noted. A themeoriented approach to teaching children about cooperation in a competitive and/or cooperative environment seems to be an effective strategy.
AFRIKAANSE OPSOMMING: Hierdie studie het die potensiaal nagevors van kompeterende spele en koëperatiewe spele as maatstaf vir die aanleer van sommige van die konsepte wat samewerking ondersteun. Hellison (1995) se vlakke vir die aanleer van verantwoordelikheid is gebruik as riglyne vir die seleksie van spesifieke onderrigstrateg ieë. Die intervensie het bestaan uit 'n tema-geërienteerde intervensieprogram wat aan twee eksperimentele groepe voorgelê is. Een groep (n = 9) het aan 'n speleprogram deelgeneem wat bestaan het uit kompeterende aktiwiteite en die ander groep (n = 9) het aan 'n speleprogram deelgeneem wat uit koëperatiewe aktiwiteite bestaan. Tema-geërienteerde lesse wat op die volgende vier konsepte wat samewerking ondersteun gebaseer is, is aan die eksperimentele groepe voorgelê: sportmanskap, kommunikasie, vertroue en verantwoordelikheid. 'n Kontrolegroep (n = 18) is ook geïdentifiseer en gebruik vir statistiese vergelyking. Om 'n konteks vir hierdie studie daar te stel is agtergrondinligting met behulp van 'n vraelys ingesamel om vas te stel hoe meisies van die skool (n = 194) gevoel het oor kompeterende spele en sport. Drie meetinstrumente is gebruik om data in te samel. Die assessering oor hoe die meisies gevoel het oor kompeterende spele en sport is voltooi deur van Gill & Deeter se (1988) Sport Orientation Questionnaire (SOQ) gebruik te maak. Pre- en post-toetsing van die meisies in die eksperimentele groepe is ook in die SOQ ingesluit. Harter (1985) se Self-perception Profile is gebruik om die persepsies van waarneembare sosiale aanvaarding te meet. Soudan en Everett (1981) se 24-item vraelys is gebruik om enige veranderinge te bepaaloor hoe die meisies in die eksperimentele groepe die voordele van deelname aan fisieke aktiwiteit ervaar het. Resultate van die Sportoriëntasie-vraelys vir Hoërskoolmeisies (n = 194) het aangedui dat die meisies kompeterende aktiwiteite en kompetisie geniet, maar dat dit vir hulle belangriker is om persoonlike doelwitte te stel in kompeterende spele as wat dit is om te wen. Na afloop van die vergelyking tussen pre- en post-toetsdata, is daar bevind dat die tema-georienteerde kompeterende speleprogram 'n effek gehad het op die meisies se gevoeloor deelname aan spele en sport. Daar was 'n beduidende afname in hul kompeterende oriëntasie. Geen veranderinge is gemerk in hul waarneembare sosiale aanvaarding nie. 'n Beduidende toename is opgemerk in hul persepsie dat deelname aan sport en fisieke aktiwiteit sosiale voordele sowel as voordele vir die voorbereiding van 'n loopbaan/werk inhou. Die tema-georienteerde kooperatiewe speleprogram het ook 'n beduidende effek gehad op hoe die meisies oor deelname aan spele en sport voel. Die kompeterende aard en wenoriëntasie van die meisies wat aan kooperatiewe speleprogram deelgeneem het, het beduidend afgeneem. Geen veranderinge is in hul sosiale aanvaarding opgemerk nie. Daar was 'n beduidende toename in hul persepsie dat deelname aan sport en fisieke aktiwiteit gesondheids- en fiksheidsvoordele inhou. Resultate wat die groepe vergelyk, dui aan dat die waarneembare atletiese vermoë van die kompeterende groep beduidend toegeneem het in vergelyking met die kooperatiewe groep. Geen ander veranderinge is opgemerk nie. 'n Tema-georienteerde benadering tot hoe om kinders oor samewerking in 'n kompeterende en/of kooperatiewe omgewing te leer, blyk 'n effektiewe strategie te wees.
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Stirrat, Michael. "Sexual selection and trust games." Thesis, University of St Andrews, 2010. http://hdl.handle.net/10023/1014.

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In economic games the facial attributes of counterparts bias decisions to trust and decisions to enter play. We report research supporting hypotheses that trust and reciprocation decisions in trust games are biased by mechanisms of sexual selection. Hypotheses that trust game behaviour is modulated by inter-sexual competition were supported. 1) Attractive individuals elicit more cooperation. 2) Male participants display trust and reciprocation toward attractive female counterparts in excess of perceived trustworthiness (and this display is modulated by male self-reported physical dominance). 3) Female participants appear to respond to male trust as a signal of sexual interest and are therefore more likely to exploit the trust of attractive males. 4) In explicitly dating contexts females are more likely to prefer attractive males to pay for the meal. These results indicate that participants are biased by mate choice and mating display considerations while playing economic games in the lab. Hypotheses that trust game behaviour is modulated by intra-sexual competition for resources were also somewhat supported. 1) Male participants reporting an ability to win fights with same-sex peers are more exploitative of other males. 2) Cues to current circulating testosterone level in counterpart’s faces are less trusted but elicit more reciprocation. 3) The male sexually dimorphic trait facial width-to-height ratio (a trait which is related to both aggression and dominance) is related to an increased proportion of decisions to exploit others in the trust game while also being used by others as a cue to untrustworthiness. We conclude that trusting and trustworthy behaviour in both sexes is biased by mating market considerations predicted by intra- and inter-sexual selection.
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19

Wang, Jing Jing. "The effect of a health videogame with story immersion for childhood obesity prevention among Hong Kong Chinese children." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/177.

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Introduction: Video game is an emerging technology with potential to overcome many of the current barriers to behavior change. Video game playing is now woven into the fabric of children’s life and has been developed to educate individuals in health-related areas. Story immersion refers to the experience of being fully absorbed within a story in the game and is a key factor that contributes to the mechanism of behavior change. “Escape from Diab (Diab)is a health videogame designed to lower the risk of obesity and type 2 diabetes through behavior change components that were integrated into activities within the game storyline. This thesis was designed to investigate the effect of Diab for childhood obesity prevention among Hong Kong Chinese children. Methods: A literature review was conducted. Subsequently, study one conducted the validation of the Physical Activity Questionnaire for Older Children (PAQ-C) with 469 Hong Kong Chinese children. Study two was a cross-sectional study to explore the associations of self-efficacy, motivation, preference with both self-reported and objective physical activity (PA) in 301 children. Study three consisted of two phases. Phase one conducted individual interviews with 34 Hong Kong Chinese children to gather their perceptions of Diab and to assess Diab’s acceptability and applicability. Phase two examined the effect of playing nine episodes of Diab on children’s health outcomes (i.e., motivation, self-efficacy, preference for diet and PA, and PA behavior) through a non-randomized intervention. Results: The review demonstrated the effects of interventions by using health videogames on the psychological correlates. However, limited evidence is available to draw conclusions on the games’ behavioral modification efficacy. In study one, good internal consistency and test-retest reliability suggest that the PAQ-C is an adequately reliable instrument for use among Chinese children. The significant moderate correlation between the PAQ-C score and accelerometer measured moderate-to-vigorous PA support the PAQ-C’s acceptable validity. Study two revealed the important effects of self-efficacy and autonomous motivation in predicting PA. Differences were found between the prediction of self-reported PA and objective PA, which is likely due to self-reported error variance common to the PAQ-C and psychological correlates but not common to acclerometry. Study three indicated that Diab was perceived to be an immersive game by most of participating Hong Kong Chinese children. Four themes emerged from the interviews indicated that story immersion was a perceptible component and that Diab, developed for American children, was acceptable to the Hong Kong Chinese children. The pilot intervention study found short-term benefits after completing the game. However, the effects were not sustained at follow-up testing 8-10 weeks later. Conclusion: The current thesis demonstrated the validity of PAQ-C and the important effects of self-efficacy and autonomous motivation in predicting PA, which could inform the development of efficacious interventions. Diab, a Health videogames with appealing characters and immersive stories, partially motivated children to improve their motivation, self-efficacy, and preference for diet and PA behaviors immediately after completing nine episodes of the game, however, the lasting effectiveness and mechanisms of change require more thorough investigation.
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McMahan, Timothy. "Real Time Assessment of a Video Game Player's State of Mind Using Off-the-Shelf Electroencephalography." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc955121/.

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The focus of this research is on the development of a real time application that uses a low cost EEG headset to measure a player's state of mind while they play a video game. Using data collected using the Emotiv EPOC headset, various EEG processing techniques are tested to find ways of measuring a person's engagement and arousal levels. The ability to measure a person's engagement and arousal levels provide an opportunity to develop a model that monitor a person's flow while playing video games. Identifying when certain events occur, like when the player dies, will make it easier to identify when a player has left a state of flow. The real time application Brainwave captures data from the wireless Emotiv EPOC headset. Brainwave converts the raw EEG data into more meaningful brainwave band frequencies. Utilizing the brainwave frequencies the program trains multiple machine learning algorithms with data designed to identify when the player dies. Brainwave runs while the player plays through a video gaming monitoring their engagement and arousal levels for changes that cause the player to leave a state of flow. Brainwave reports to researchers and developers when the player dies along with the identification of the players exit of the state of flow.
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Khunyeli, Ramotsamai Itumeleng. "'Technic' practices of the computer game Lanner: identity development through the LAN-gameplay experience." Thesis, Rhodes University, 2011. http://hdl.handle.net/10962/d1013405.

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This thesis is a reception analysis using qualitative interviews to investigate the formation of cultural groups around computer-game LANs present in Rhodes University. It also looks at how issues of social inequalities evident on the university's campus impact on the participation of students in these LANs. The findings of this study are that the participants have established a community around the practice of computer LAN-gameplay based on values developed through the combination of the material and gameworlds. It serves as a home-on-campus for them; where they can fully explore their passion for games thus reaffirming their identity as gamers on a campus where being a gamer is viewed negatively. In this light, computer-game playing is not just a practice these participants perform, but a culture they live out every day. This is a culture predominantly lived out by men. One of the reasons for this is because most women have been raised to believe to have negative predispositions about digital gaming e.g. that it is childish, addictive and anti-social, but also that computer are meant to be used by men - women use them only when it is absolutely necessary, for example, that it is childish, for academic-related purposes. As a result, not many of them will use computers for any otherreason for fear of being socially criticised. In addition, the gaming culture being dominated by whites is due to the fact that admittance in to this community is still unaffordable for the majority of black students on the Rhodes University campus as a result of their social backgrounds.
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Ask, Alexander A. "To kill or not to kill : competition, aggression, and videogames, in adolescents /." Title page, contents and abstract only, 1999. http://web4.library.adelaide.edu.au/theses/09PH/09pha834.pdf.

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Alhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.

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When games were first developed for in-home use, they were primarily targeted almost exclusively at children and males. However, today’s marketplace manifests a more diverse population plays Internet-enabled games that can be played virtually anywhere. The average gamer is now 30 years old. Many gamers, obviously, are much older. Yet more strikingly, and more germane to this study’s purpose, 47% of the U.S. gamer population is female, as compared to 40% in 2010. Despite these trends the gaming industry remains a male-dominated culture. The marketer’s job is to facilitate game engagement and to motivate gamers to play. The notion of “engagement” is not new in business. The term was developed in the last decade. Many studies were devoted to understand, explain, and define the term. It suggests that within interactive, dynamic business environments, consumer engagement (CE) represents a strategic position that companies can use to enhance their sales growth, competitive advantage, and profitability. Moreover, there are three levels of engagement in any experiential consumption (i.e., playing video game): presence, flow, and psychological absorption. The findings of this study affirm that consumer engagement, including presence, flow and psychological absorption are explanatory factors that impact gamer’s purchase intentions. Our results show that consumers experience different mental engagement in an interactive environment (i.e., playing video games) compared to passive environments (i.e., visiting a website). These findings change our understanding of consumers’ engagement and flow state. We also found that male and female gamers experience different engagement level. However, we did not find a significant result that masculinity and femininity traits impact gamers’ engagement or intention. We argue that macroeconomic factors results in sales fluctuation may have resulted in reject in this hypothesis. Thus, marketers shed a light into the consumer’s interactive environment and flow states in that environments. Consumers not only determine the value in using a product as Vargo and Lusch suggested, but they also create that value. Also, consumer experience is an ongoing process that does not have a specific point to start, making the value creation a temporally accumulative process that includes past, present, and future experience. Therefore, the value created by consumers is not created while physically interacting with a device to play, but it may include imagined and indirect interaction with the product. Therefore, consumers (i.e., gamers) need to maintain a balance between presence and psychological absorption (i.e., flow) to get the best experience in play video gaming. Empirical evidence suggest that consumers’ flow state engagement is the most important variable in determining their ensuing purchase intention for video games, regardless of game genre.
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24

Kam, Keung-kei Kenneth, and 甘強基. "An adventure-based counseling program on the physical self-efficacy, general self-efficacy, self-esteem, body image and physical activitylevel of adolescents." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B45013871.

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25

Santos, Alberto da Silva. "E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21371.

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Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
The objective of this study was to extend and apply classic procedures of Behavioral Sport Psychology to new sports contexts, the electronic sports. The so-called e-sports are sporting modalities that have had their growth propitiated by the technological development of computers and internet networks. Among these new electronic modalities are the League of Legends, a game of the MOBA category whose championships have been frequently cited in media and sports channels, which used to be devoted only to the broadcasting of news about traditional sports. Teams that compete at national and international level rely on technical support professionals specialized in sports performance; among these professionals there is also the Sport Psychologist. In an expanding field the variables previously present in the traditional sports environment are also found in the competitive electronic sports environment. Topics such as anxiety, concentration and other psychological aspects are seen as relevant to the good performance of cyber athletes. From the classic behavioral psychology procedures of the sport the self talk was the independent variable used in the procedure of this study. The research problem was to identify the effects of the isolated, self-chosen, selfchosen, participant-chosen use of the last hit of an electronic and complex MOBA game, represented by the League of Legends, by participants with beginner level of experience. Four amateur practitioners participated in the study, two submitted to the experimental variable (self talk) and two as control. In a variable interval reinforcement (VI) + Limited Hold scheme, the establishment of self-talk as a discriminative stimulus for the click-on-target response at the correct time produced some changes in the response of the participants who underwent the experimental condition, which merited an analysis more detailed. The results obtained contribute to the literature of an expanding area and can serve as a starting point for the development of interventions in the applied field; still allow to identify adjustments so that the use of self talk may be pertinent to the target behavior chosen. Verification of the correlation between verbal response and non-verbal response has shown that in complex situations with a given class of responses required at a very high frequency per minute, the use of continuous self-talk may not be helpful. However, its use in a more comprehensive and timely way can contribute to the planning of actions and the chaining of complex responses
O objetivo deste estudo foi estender e aplicar procedimentos clássicos da Psicologia Comportamental do Esporte a novos contextos esportivos, os esportes eletrônicos. Os chamados e-sports são modalidades esportivas que tiveram seu crescimento propiciado pelo desenvolvimento tecnológico de computadores e redes de internet. Dentre estas novas modalidades eletrônicas destaca-se o League of Legends, jogo da categoria MOBA cujo campeonatos têm sido frequentemente citados em mídia e canais esportivos, que antes se dedicavam somente à veiculação de notícias sobre esportes tradicionais. Os times que competem em nível nacional e internacional contam com profissionais de suporte técnico especializado no desempenho esportivo; dentre estes profissionais há também o Psicólogo do Esporte. Em um campo em expansão as variáveis antes presentes no ambiente dos esportes tradicionais também passam a ser encontrados no ambiente do esporte eletrônico competitivo. Temas como ansiedade, concentração e outros aspectos psicológicos são vistos como relevantes para o bom desempenho dos cyber atletas. Dos procedimentos clássicos da psicologia comportamental do esporte a autofala foi a variável independente utilizada no procedimento deste estudo. O problema de pesquisa foi identificar os efeitos do uso isolado de autofala instruída, escolhida pelo participante e aberta, na melhora de desempenho em abater personagens (last hit) de um jogo eletrônico e complexo do tipo MOBA, representado pelo League of Legends, por participantes com nível iniciante de experiência. Participaram do estudo quatro praticantes amadores, dois submetidos à variável experimental (autofala) e dois como controle. Em um esquema de reforçamento de intervalo variável (VI) + Limited Hold, o estabelecimento da autofala como estimulo discriminativo para a resposta de clicar no alvo no momento correto produziu algumas mudanças no responder dos participantes que foram submetidos à condição experimental, que mereceram uma análise mais detalhada. Os resultados obtidos contribuem para a literatura de uma área em expansão e podem servir como ponto de partida para o desenvolvimento de intervenções no campo aplicado; ainda permitem identificar ajustes para que a utilização da autofala possa ser pertinente ao comportamento alvo eleito. A verificação da correlação entre emissão da resposta verbal e da resposta não verbal demonstrou que em situações complexas, com determinada classe de respostas exigida numa frequência muita alta por minuto, o uso da autofala de modo contínuo pode não ser proveitoso. Porém, sua utilização de modo pontual e mais abrangente pode contribuir para o planejamento de ações e encadeamento de respostas complexas
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26

Getchell, Kristoffer M. "Enabling exploratory learning through virtual fieldwork." Thesis, University of St Andrews, 2010. http://hdl.handle.net/10023/923.

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This dissertation presents a framework which supports a group-based exploratory approach to learning and integrates 3D gaming methods and technologies with an institutional learning environment. This provides learners with anytime-anywhere access to interactive learning materials, thereby supporting a self paced and personalised approach to learning. A simulation environment based on real world data has been developed, with a computer games methodology adopted as the means by which users are able to progress through the system. Within a virtual setting users, or groups of users, are faced with a series of dynamic challenges with which they engage until such time as they have shown a certain level of competence. Once a series of domain specific objectives have been met, users are able to progress forward to the next level of the simulation. Through the use of Internet and 3D visualisation technologies, an excavation simulator has been developed which provides the opportunity for students to engage in a virtual excavation project, applying their knowledge and reflecting on the outcomes of their decisions. The excavation simulator enhances the student learning experience by providing opportunities for students to engage with the archaeological excavation process in a customisable, virtual environment. Not only does this provide students with an opportunity to put some of the theories they are familiar with into practice, but it also allows for archaeology courses to place a greater emphasis on the practical application of knowledge that occurs during the excavation process. Laconia Acropolis Virtual Archaeology (LAVA) is a co-operative exploratory learning environment that addresses the need for students to engage with archaeological excavation scenarios. By leveraging the immersive nature of gaming technologies and 3D multi-user virtual environments (MUVEs), LAVA facilitates the adoption of exploratory learning practices in environments which have previously been inaccessible due to barriers of space, time or cost.
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27

Metcalf, Olivia. "The cognitive, physiological and behavioural indicators of excessive and regular video gaming." Phd thesis, 2013. http://hdl.handle.net/1885/151031.

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The past decade has seen the proliferation of video gaming as a pastime. Research has shown that a significant proportion of video gamers are gaming excessively, in that they report suffering significant negative consequences as a result of uncontrollable gaming. Subsequently, there has been debate as to whether excessive gaming constitutes an addiction. The primary aim of this thesis was to investigate behavioural, personality and physiological markers of addiction in excessive gamers to determine whether or not this behaviour can be classified as an addiction. A secondary aim was to address the tendency in cyberpsychology literature to treat gamers as a homogenous group by further investigating cognitive, behavioural and physiological differences between genres of excessive gamers. Manuscript 1 investigated the presence of an attentional bias, a phenomenon found in addiction, in gamers of the popular massively multiplayer online-role playing games (MMORPGs). The results indicated a clear attentional bias in excessive MMORPG gamers but not in highly engaged or non-MMORPG gamers, consistent with previous research investigating attentional bias in other forms of addiction. Manuscript 2 further investigated attentional bias by employing a non-reaction time dependent paradigm. There was an attentional bias for excessive MMORPG gamers, replicating Manuscript 1 findings and furthermore showed that the findings from Manuscript 1 cannot be attributed to faster reaction times in gamers. Study 2 in Manuscript 2 investigates evidence for impulsivity in regular and excessive MMORPG use, with results showing a limited relationship between impulsivity and MMOPRG addiction. Manuscript 3 and 4 investigated the relationship between impulsivity and another popular type of game known as first-person shooters (FPS). The results indicate a clear preference for highly impulsive individuals to play FPS games, but no behavioural indicators of impulsivity were found in regular FPS gamers. Excessive FPS gamers had significant higher levels of behavioural impulsivity, consistent with addiction. Possible game training effects and the heterogeneous nature of gaming genres is discussed. Research has shown that playing FPS games improves visuo-spatial ability, but Manuscripts 1-4 all provide evidence of how genres affect gamers differently. Manuscript 5 set out to investigate whether visuo-spatial improvements in regular FPS gamers also apply to MMORPG gamers. There were no differences in visuo-spatial ability between non-gamers and MMORPG gamers, indicating a specific benefit from FPS gaming to visuo-spatial ability. Manuscript 6 extends the cue-reactivity and impulsivity investigated in the first two manuscripts by investigating physiological arousal and sensation-seeking in regular and excessive MMORPG and FPS gamers during gaming. The results showed that excessive MMORPG gamers used MMORPGs to lower their arousal whereas excessive FPS gamers used FPS games to increase their arousal. Together this thesis shows that excessive gaming is consistent with an addiction and there are significant differences between genres of game addiction. Furthermore, the aetiology of gaming addiction is related to impulsivity and arousal-seeking preferences, which differ by genre of game played.
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28

Gibson, Christopher Daniel. "Sequential games under positional uncertainty." Thesis, 2019. https://doi.org/10.7916/d8-jggt-cz78.

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This dissertation focuses on sequential games of imperfect information. I study settings in which not only do agents face imperfect information in the traditional sense of not possessing all payoff-relevant information, but they also face uncertainty about their position of movement in the sequence. I have utilized this framework to study financial investment decisions by individuals, production decisions by firms, and implications on information aggregation in observational learning. In order to study production decisions by firms I utilize a Stackelberg oligopoly model with a stochastic consumer demand. In this setting firms do not know their position of movement, and as a result of the stochastic demand they cannot infer from the prevailing price if another firm has yet entered the market. I find that as a result of uncertainty firms produce a higher quantity than they otherwise would have, resulting in a more competitive outcome. In fact, as the number of firms in the market increases, with positional uncertainty the equilibrium quantity actually exceeds the perfectly competitive quantity. I then investigate the impact of positional uncertainty when agents must choose levels of investment in a financial asset. Investors receive a signal about the value of the asset but are not necessarily aware of their position in the sequence of investors. As a result, they are unsure to what extent the signal they receive represents profit-relevant information, or if the signal is “stale” in the sense that the information has been incorporated into the price by other investors. This results in more cautious levels of investment, and an asset price that does not represent the true underlying value. To study the behavioral aspects of financial investment, I introduce in this model a notion of confidence. While much work in the area of behavioral finance has studied the role of confidence over the accuracy of information, my interest is in confidence over the timing of information. I define an agent as overconfident if they believe they are more likely to have received the signal earlier than other agents, and are thus more likely to be early investors. The effect of overconfidence can overwhelm the cautious nature of positionally uncertain investors, even potentially leading to an overreaction to information. This effect can explain overvaluation of assets and volatility of prices in response to information. In a model of observational learning, limited information about the history of actions slows the integration of information. However, I show that in the limit, even in the presence of limited histories complete learning occurs. In the environment of limited access to historical information I introduce uncertainty over position of action. This uncertainty even further dampens the process of learning from a welfare standpoint, but as the number of agents grows large complete learning still obtains in the limit for all levels of uncertainty. The common finding in all these settings is that uncertainty about the order of action causes agents to be cautious about exploiting profitable opportunities. In the case of oligopoly this leads to more competitive outcomes, whereas in the cases of investment and social learning uncertainty leads to less effective information aggregation.
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29

Maningat, Josephine I. "Video games and human performance." 1985. http://hdl.handle.net/2097/27489.

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30

"Emotion regulation of nervousness and boredom." 2012. http://library.cuhk.edu.hk/record=b5549091.

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本論文重新探討自我調節的情緒管理(self regulation of emotion regulation)並提出個人能夠因應自己的實際情緒 (actual affect) 而把其反饋和調節至接近理想的情緒 (ideal affect)上。
為了解自我調節的情緒管理所涉及的過程以及其影響,我隨機安排94位香港的女大學生處於緊張(高激發負面/ high arousal negative)或者悶氣(低激發負面/low arousal negative)的情景當中,隨後邀請她們選擇高激發正面(high arousal positive) 或者低激發正面(low arousal positive)的產品,以及試玩她們所選擇的電子遊戲來調節管理之前受影響的情緒。結果顯示:參加者比較偏向選擇低激發正面的產品。同時,參加者完成任何一種電子遊戲也降低了之前所受的負面情緒。曾處於緊張情景的參加者在玩後增加冷靜;而曾處於悶氣情景的參加者在玩後則減少冷靜。是次研究的結果支持上面提出的說法,即是:當人自我調節和管理情緒時,人能夠縮短實際情緒和理想情緒之間的差距從而管理負面的情緒。
This study reviewed the literature in self regulation of emotion and suggested that individuals would modulate negative actual affect to turn it into positive ideal affect. To examine emotion regulatory mechanisms and outcomes, 94 Hong Kong female Chinese undergraduates were randomly assigned to either nervousness (high arousal negative) or boredom (low arousal negative) conditions. Next, they selected either high arousal positive (HAP) or low arousal positive (LAP) products in decision making tasks. Based on their selection, they then played HAP or LAP video game to perform emotion regulatory tasks. Although participants chose LAP over HAP products, participants decreased induced negative affect after playing the selected video game. Also, participants from the nervousness condition increased low arousal positive affect in calmness and those from boredom condition decreased it. Current findings suggested that individuals minimized the discrepancy between actual and ideal affect to regulate negative emotions.
Detailed summary in vernacular field only.
Detailed summary in vernacular field only.
Ho, Yuen Wan.
Thesis (M.Phil.)--Chinese University of Hong Kong, 2012.
Includes bibliographical references (leaves 37-41).
Abstracts also in Chinese.
Acknowledgement --- p.i
Abstract (English) --- p.ii
Abstract (Chinese) --- p.iii
Table of Contents --- p.iv
List of Tables --- p.vi
Chapter Chapter 1 --- : Introduction --- p.1
Emotion Regulation: A Consensual Process Model --- p.1
Emotion in Self Regulation and Self Regulation of Emotion --- p.3
Emotion Regulation: Processes of Interaction between Actual and Ideal Affect --- p.4
My Present Study --- p.9
Chapter Chapter 2 --- : Method --- p.13
Participants --- p.13
Materials --- p.13
Affect Induction Tasks --- p.13
Product Decision Making Tasks --- p.14
Product Testing Tasks --- p.15
Measures and Procedures --- p.16
Chapter Chapter 3 --- : Results --- p.22
Actual and Ideal Affect before affect induction tasks --- p.22
Manipulation of Nervousness and Boredom --- p.22
Individual Product and Activity Preferences in Product Decision Making Tasks --- p.25
Actual Affect in and after Product Testing Tasks --- p.26
Chapter Chapter 4 --- : Discussion --- p.31
References --- p.37
Appendix --- p.42
Chapter I --- Consumer Preferences Questionnaire --- p.42
Chapter II --- Game Evaluation Questionnaire --- p.43
Chapter III --- Suspicion Questionnaire --- p.44
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31

Ntsihlele, Flora Mpho. "Games,gestures and learning in Basotho children's play songs." Thesis, 2003. http://hdl.handle.net/10500/1768.

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Colonialism in Africa had an impact on the indigenous peoples of Africa and this is shown in some of their games. The purpose of this study is to gain deeper insight into Basotho children's games and to demonstrate that the Western ideas of music and games are not necessarily the same as Basotho folk children's conceptions. The literature on Basotho children's games is reviewed though not much has been contributed by early and present Basotho writers who have generally approached it from the angle of literature without transcribing the songs. The Sesotho word for games (lipapali) embraces entertainment but a further investigation of it shows that aspects of learning of which the children were aware in some cases and in others they were not aware, are present. These are supported by musical examples and texts. The definition of play versus games is treated (with regard to infants and children) and these two concepts are still receiving constant attention and investigation by scholars and researchers as the words are synonymous and can be misleading. Infants' play is unorganised and spontaneous while games are organised structures. Furthermore, play and games are important in child development education. In this study, they are given attention in order to lay the foundation for the understanding and interpretation of games used in both cultures. It is a misconception that African children's games are accompanied with music in the Western sense. Hence, the word `music' in Sesotho children's games takes on a different connotation from those in the West. Music' in Sesotho children's games embraces not only tunes that are sung, but game verses chanted in a rhythmic manner as opposed to spoken verse. Yet, mino (music) exists in Sesotho and is equivalent to the Western idea. These chanted rhythms and games are analysed against the backdrop of specific cultural dimensions for children depending on the function of the game played. The results of this study indicated that though the idea of music in children's games is not the same, games are an educational in character building and learning. Recommendations are made for educationists and music educators.
ART HIST, VIS ARTS & MUSIC
DLITT ET PHIL (MUSICOLOGY)
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32

Strydom, Lukas Albertus. "Doeloriëntering en selfkonsep in spansport met besondere verwysing na skolerugby." Thesis, 2002. http://hdl.handle.net/10500/939.

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Summaries in Afrikaans and English
Text in Afrikaans
Hierdie navorsing het die verband tussen vroee adolessenterugbyspelers se doelorientering en selfkonsep, empiries en in die literatuur, ondersoek. Die literatuurondersoek het getoon dat doelorientering oar twee komponente beskik, naamlik taakbetrokkenheid en egobetrokkenheid. Taakbetrokke sportdeelnemers fokus op vaardigheidsontwikkeling en gebruik hulle eie prestasies as maatstaf vir sukses. Hulle beleef sukses wanneer 'n taak bemeester is, leer plaasvind, of daar 'n verbetering in die uitvoering van die taak is. Sukses word toegeskryf aan die mate van inspanning gelewer. Egobetrokke sportdeelnemers fokus op die wenmotief, gebruik normatiewe vergelyking as maatstaf vir prestasie, en beleef sukses wanneer hulle eie prestasies gunstig met die van ander kan vergelyk. Sukses word aan aangebore talent toegeskryf. Die empiriese ondersoek het bevind dat taakbetrokkenheid positief verband hou met die globale, persoonlike, en sosiale self. Egobetrokkenheid hou negatief verband met die fisieke self, en positief verband met kompetisie-angs.
The research investigated, in the literature and empirically, the possible relation between the goal orientation of male adolescent rugby players and their self-concept. The literature study indicated that goal orientation has two components, namely task involvement and ego involvement. In task-involved sport participation, skills development is emphasized, evaluation of achievement is self-referenced, and success experienced when learning takes place, a task is mastered, or when there is improvement in the execution of tasks. Success is attributed to effort. In ego-involved sport participation objective outcomes are emphasized (i.e. winning), evaluation of achievement is norm-based, and success experienced when own achievements are favourably compared to those of other sport participants. Success is attributed to natural ability. The empirical study indicated a positive relation between task-involved sport participation and the global, personal, and social self. A negative relation between ego-involved sport participation and the physical self, and a positive relation between ego involvement and competition-anxiety was found.
Educational Studies
M.Ed. (Spesialisering in Voorligting)
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33

"暴力網遊對中國內地青少年影響的實證研究." 2013. http://library.cuhk.edu.hk/record=b5549706.

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隨著網絡游戲産業在中國的蓬勃發展以及網絡游戲在青少年中的盛行,網絡游戲中的暴力元素對青少年的影響也日益成爲各方關注的焦點。當前國內外的研究多爲行爲層面的效果探討,且未達成共識。本研究以涵化理論爲理論框架,討論暴力網絡游戲對青年認知、態度、情感等層面的影響,同時考察玩家的暴力經驗與網游的認知真實這兩個調節變量的作用。在此基礎上進一步探討暴力網游的“第三順序(third order)涵化效果--即對玩家暴力意圖的影響。
研究采用量化的問卷調查法,針對廣州市的中學生進行分層整群抽樣,樣本量爲518人。同時,以《魔獸世界》這一最受歡迎的網絡游戲爲例,分析暴力元素的展現特點以及暴力的叙事策略。
結果顯示,在青少年中大受歡迎的網絡遊戲,以暴力網遊爲主。暴力網游對玩家個人層面的暴力認知沒有顯著影響,社會層面的暴力認知的涵化效果僅部分成立。暴力網游的接觸量與玩家的恐懼感之間也沒有顯著正相關關係。但是另外一方面,暴力網游在“卑鄙世界綜合症、暴力態度、移情水平以及暴力意圖等方面,具有顯著的涵化效果。具體而言,玩家的暴力網游的接觸量越大,則越傾向于認爲世界是卑鄙的,他人是不值得信任的,對暴力的贊同度越高,移情水平越低,且越傾向于採取暴力行爲作爲解决矛盾衝突的手段。本文還分析了暴力網游的涵化效果與電視涵化效果的异同,給出了合理的解釋。
此外,本研究還利用結果方程模型對暴力網游接觸量、暴力態度、移情和暴力意圖四者之間的關係進行了探索性研究,優化後的模型顯示,暴力網游接觸量對暴力意圖既有直接正面影響,也通過影響暴力態度從而間接對暴力意圖産生影響。暴力網游接觸量還與移情有顯著負相關,但移情則與暴力意圖無顯著相關。該模型驗證了暴力網游的第三順序的涵化效果。
With the development of online games in Mainland China and the popularity of them among adolescents,the effects of violent games on this group arise more and more attention. Researches talk more about the effect on adolescent’s behavior, and cannot confirm the causal relations between violent online games and aggression. Based on cultivation theory, the current study mainly investigated the effects of violent online games on adolescents from cognitive, attitudinal and affective perspective, and also tested the moderating effect of players’ violent experiences and perceived reality of online games. Moreover, this study explored the third order cultivation effect of violent online games, which refers to whether online game playing will affect players’ intentions to solve problems with aggressive behaviors.
This study adopted quantitative questionnaire surveys among adolescents as the main research method, supplemented by qualitative textual analysis. By selecting World of Warcraft, which is the most popular MMORPG game among players, this study analyzed the characteristics of how the violent elements are demonstrated and also the narrative strategies of violence. Questionnaire surveys were conducted based on a stratified cluster sampling of eight middle schools in Guangzhou. The final sample consisted of 518 adolescents.
The findings show that most popular games among adolescents are violent. Violent online games did not predicted significant violent beliefs on personal level, and partly predicted violent beliefs on societal level. Violent online game playing was not significantly associated with players’ fear of crime. However, on the other hand, the cultivation effects of violent online games on mean world syndrome, attitude toward violence, empathy and violent intentions are supported.
Adolescents who play more violent online games are more inclined to think that the world is mean,others are not worth trusted. More playing are also associated with more proviolent attitude, lower empathy, and more violent intentions. Based on these findings, the differences and similarities of cultivation effects between TV viewing and game play are analyzed.
This study also conducted an exploratory research on the relationships among violent online games playing, attitudes toward violence, empathy and violent intentions by using Structural Equation Modeling. It is found that violent online games playing directly influenced intentions, and also indirectly influenced intentions through its effects on attitude towards violence. Violent online game playing is negatively associated with empathy,but empathy is not significantly associated with intentions. The final modified model confirmed the third order cultivation effect of violent online games.
Detailed summary in vernacular field only.
Detailed summary in vernacular field only.
Detailed summary in vernacular field only.
Detailed summary in vernacular field only.
陳韵博.
"2013年5月".
"2013 nian 5 yue".
Thesis (Ph.D.)--Chinese University of Hong Kong, 2013.
Includes bibliographical references (leaves 339-359).
Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web.
Abstract in Chinese and English.
Chen Yunbo.
摘要 --- p.i
Abstract --- p.ii
致谢 --- p.iv
目录 --- p.v
圖示及表格索引 --- p.xi
Chapter 第一章 --- 研究背景介绍 --- p.1
Chapter 1.1 --- 選題背景 --- p.1
Chapter 1.1.1 --- 網絡遊戲的迅猛發展 --- p.1
Chapter 1.1.2 --- 網絡遊戲成爲青少年的主要娛樂方式 --- p.2
Chapter 1.1.3 --- 青少年喜歡的網遊多有暴力成分 --- p.4
Chapter 1.1.4 --- 暴力遊戲的盛行與青少年犯罪 --- p.6
Chapter 1.1.5 --- 社會各界的反應 --- p.9
Chapter 1.1.6 --- 暴力網遊真的十惡不赦嗎? --- p.14
Chapter 1.2 --- 研究問題與研究價值 --- p.16
Chapter 1.2.1 --- 研究問題 --- p.16
Chapter 1.2.2 --- 研究價值 --- p.19
Chapter 1.3 --- 研究框架 --- p.20
Chapter 第二章 --- 文獻綜述(一):媒介暴力效果研究 --- p.23
Chapter 2.1 --- 西方媒介暴力效果研究的歷史沿革 --- p.23
Chapter 2.1.1 --- 電影與暴力:佩恩基金會的研究 --- p.23
Chapter 2.1.2 --- 漫畫暴力 --- p.25
Chapter 2.1.3 --- 電視暴力的效果研究 --- p.27
Chapter 2.1.4 --- 暴力電子游戲 --- p.34
Chapter 2.1.5 --- 小結 --- p.39
Chapter 2.2 --- 媒介暴力效果研究相關理論 --- p.41
Chapter 2.2.1 --- 解釋媒介暴力短期效果的理論 --- p.41
Chapter 2.2.2 --- 解釋媒介暴力長期效果的理論 --- p.44
Chapter 2.2.3 --- 媒介暴力的治療和抑制效果:淨化理論(Catharsis Theory) --- p.53
Chapter 2.2.4 --- 小結 --- p.55
Chapter 2.3 --- 中國內地的媒介暴力研究 --- p.56
Chapter 2.3.1 --- 中國學術研究語境中的“媒介暴力 --- p.56
Chapter 2.3.2 --- 中國內地的媒介暴力研究 --- p.58
Chapter 2.3.3 --- 中國內地媒介暴力效果的量化實證研究 --- p.60
Chapter 2.4 --- 暴力的定義 --- p.63
Chapter 第三章 --- 文獻回顧二:涵化理論 --- p.67
Chapter 3.1 --- 涵化理論的發展歷程 --- p.67
Chapter 3.1.1 --- 發展期(1968-1978) --- p.68
Chapter 3.1.2 --- 挑戰期(1978-1990) --- p.75
Chapter 3.1.3 --- 理論發展期(1990-2000) --- p.83
Chapter 3.1.4 --- 涵化理論的發展現狀(2000-2010) --- p.87
Chapter 3.2 --- 中國內地和港臺地區的涵化效果研究. --- p.91
Chapter 3.2.1 --- 中國內地的涵化效果研究 --- p.91
Chapter 3.2.2 --- 港臺地區的涵化研究 --- p.96
Chapter 3.3 --- 涵化理論在暴力網絡遊戲中的適應性 --- p.100
Chapter 3.3.1 --- 涵化理論運用於網絡遊戲所面臨的挑戰 --- p.100
Chapter 3.3.2 --- 暴力網遊的涵化研究:當前的文獻 --- p.104
Chapter 第四章 --- 研究假設和研究問題 --- p.106
Chapter 4.1 --- “延伸的涵化效果 --- p.106
Chapter 4.2 --- 與暴力相關的涵化變量 --- p.107
Chapter 4.3 --- 不同變量的涵化效果强度 --- p.109
Chapter 4.4 --- 研究假設與研究問題 --- p.112
Chapter 4.5 --- 調節變量的影響 --- p.121
Chapter 第五章 --- 研究方法 --- p.125
Chapter 5.1 --- 數據收集過程 --- p.125
Chapter 5.1.1 --- 焦點小組 --- p.125
Chapter 5.1.2 --- 問卷調查 --- p.126
Chapter 5.2 --- 變量的測量 --- p.129
Chapter 5.2.1 --- 自變量:暴力網絡游戲的接觸量 --- p.130
Chapter 5.2.2 --- 因變量 --- p.131
Chapter 5.2.3 --- 控制變量 --- p.135
Chapter 5.2.4 --- 調節變量 --- p.136
Chapter 5.3 --- 數據處理方法 --- p.140
Chapter 5.3.1 --- 多元分層回歸分析 (Hierarchical Regression Analysis) --- p.140
Chapter 5.3.2 --- 結構方程模型 --- p.141
Chapter 第六章 --- 理解游戲世界 --- p.147
Chapter 6.1 --- 網絡游戲簡介 --- p.147
Chapter 6.1.1 --- 網絡游戲及其分類 --- p.147
Chapter 6.1.2 --- 網絡游戲的魅力 --- p.149
Chapter 6.2 --- 走近暴力網游 --- p.151
Chapter 6.2.1 --- 網絡游戲中暴力的根源 --- p.151
Chapter 6.2.2 --- 暴力網絡游戲的影響機制 --- p.152
Chapter 6.3 --- 網絡游戲中的暴力--以《魔獸世界》爲例 --- p.153
Chapter 6.3.1 --- 選擇《魔獸世界》的理由 --- p.154
Chapter 6.3.2 --- 從整體規劃看《魔獸世界》中暴力的特點 --- p.156
Chapter 6.3.3 --- 從角色技能看暴力的展現 --- p.162
Chapter 6.3.4 --- 從視覺角度看《魔獸世界》中的暴力場景 --- p.163
Chapter 6.3.5 --- 游戲世界之外的暴力 --- p.167
Chapter 第七章 --- 研究發現 --- p.169
Chapter 7.1 --- 量表的信度和效度 --- p.169
Chapter 7.1.1 --- 信度 --- p.169
Chapter 7.1.2 --- 效度 --- p.171
Chapter 7.1.3 --- 本研究量表的信度和效度 --- p.173
Chapter 7.2 --- 青少年網絡行爲基本描述 --- p.185
Chapter 7.2.1 --- 平均每周上網時間 --- p.185
Chapter 7.2.2 --- 網上活動 --- p.186
Chapter 7.2.3 --- 玩網絡游戲的歷史 --- p.187
Chapter 7.2.4 --- 游戲地點 --- p.187
Chapter 7.2.5 --- 最受歡迎的網絡游戲 --- p.188
Chapter 7.2.6 --- 網絡游戲花費 --- p.189
Chapter 7.2.7 --- 父母監督 --- p.192
Chapter 7.3 --- 變量的基本描述 --- p.193
Chapter 7.3.1 --- 自變量:暴力網游接觸量 --- p.193
Chapter 7.3.2 --- 調節變量 --- p.195
Chapter 7.3.3 --- 因變量 --- p.197
Chapter 7.4 --- 變量之間的相關分析 --- p.211
Chapter 7.4.1 --- 自變量與調節變量的相關分析 --- p.211
Chapter 7.4.2 --- 因變量與調節變量的相關分析 --- p.213
Chapter 7.5 --- 涵化基本假設的檢驗 --- p.222
Chapter 7.5.1 --- 暴力網游接觸量與個人層面的暴力認知 --- p.222
Chapter 7.5.2 --- 暴力網游接觸量與社會層面的暴力認知 --- p.232
Chapter 7.5.3 --- 暴力網游接觸量與卑鄙世界綜合症 --- p.249
Chapter 7.5.4 --- 暴力網游接觸量與暴力態度 --- p.253
Chapter 7.5.5 --- 暴力網游接觸量與移情水平 --- p.257
Chapter 7.5.6 --- 暴力網游接觸量與暴力意圖 --- p.261
Chapter 7.5.7 --- 暴力態度與暴力意圖之間的關係檢驗 --- p.264
Chapter 7.5.8 --- 移情水平與暴力意圖之間的關係檢驗 --- p.266
Chapter 7.5.9 --- 暴力網游接觸量與對犯罪的恐懼 --- p.267
Chapter 7.5.10 --- 本節小結 --- p.269
Chapter 7.6 --- 第三順序的涵化效果:結構方程模型的檢驗結果 --- p.272
Chapter 7.6.1 --- 驗證性因子分析 --- p.273
Chapter 7.6.2 --- 結構方程模型的檢驗結果 --- p.276
Chapter 第八章 --- 總結與討論 --- p.287
Chapter 8.1 --- 研究結果總結 --- p.287
Chapter 8.1.1 --- 暴力網遊的吸引力 --- p.287
Chapter 8.1.2 --- 暴力網遊對青少年的涵化效果. --- p.289
Chapter 8.1.3 --- 小結 --- p.295
Chapter 8.2 --- 本研究的理論價值 --- p.298
Chapter 8.3 --- 本研究的方法創新 --- p.305
Chapter 8.4 --- 本研究的現實啓示 --- p.306
Chapter 8.4.1 --- 網絡遊戲的暴力性評估和分級制度 --- p.306
Chapter 8.4.2 --- 青少年的網絡媒介素養教育 --- p.313
Chapter 8.4.3 --- 對社會各界的啓示 --- p.315
Chapter 8.5 --- 研究局限與未來的方向 --- p.320
Chapter 8.5.1 --- 本研究的局限 --- p.320
Chapter 8.5.2 --- 未來的研究方向 --- p.324
Chapter 附錄 --- 問卷 --- p.327
參考文獻 --- p.339
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34

Makhanya, Buhle. "The impact of employee wellness programme on employee wellness and performance : a Kwazulu-Natal Municipality case study." Diss., 2021. http://hdl.handle.net/10500/27424.

Full text
Abstract:
The general aim of this study was to gain insight into the perceptions and experiences of line managers regarding the impact of an employee wellness programme (EWP) on employee wellness and performance at a selected municipality in KwaZulu-Natal. As a purposive sample, ten line managers were selected to participate in the study by means of semi-structured interviews. The literature review aimed to conceptualise wellness, employee wellness and employee performance, as well as to explore the impact of EWPs on employee wellness and performance. The specific empirical study aims were to determine line managers’ level of awareness and knowledge of the municipality EWP and its purpose, to explore the challenges faced by line managers within the EWP, to explore if the line managers perceived and experienced the municipality EWP as being beneficial to employee wellness and whether participating in the EWP improved employee performance. Lastly, the aim was to make recommendations for improvement that can assist the municipality in enhancing the impact of the EWP on employee wellness and performance within the industrial psychology discipline, and in particular when it comes to employee wellness. The research findings reveal that line managers were aware of and had knowledge about the existence of the EWP through marketing campaigns, inductions and activities. They also confirmed they had personal engagement experience through participation in the programme. They perceived the main purpose of the EWP as being to support employees in achieving a work-life balance and providing counselling and advisory services. Participants noted certain challenges with regard to participating in the programme, such as fear of being judged, victimised and stigmatised, and a lack of confidentiality and trust, which affects employees’ privacy and security. Also, they doubted wellness officer competence, which included the necessary skills and training for dealing with complex cases. Lastly, gender and cultural beliefs also posed challenges. Line managers found it beneficial to participate in the EWP. It improved employee wellness and performance. Employees developed mechanisms to cope with work, personal and emotional problems. Wellness officer availability, competence and skills were recommended by participants as ways of enhancing the EWP. Involvement of other stakeholders was another recommendation for improvement. This involvement would include wellness champions, organised labour and line managers. Programme managers should consider increasing EWP awareness by improving marketing, while emphasising programme benefits and confidentiality.
Industrial and Organisational Psychology
M. Com (Industrial and Organizational Psychology)
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35

Botha, Carolina Stephanusina. "Reconstructing rainbows in a remarried family : narratives of a diverse group of female adolescents 'doing family' after divorce." Thesis, 2003. http://hdl.handle.net/10500/986.

Full text
Abstract:
This research journey investigated the ways in which (1) the lives of adolescents have been influenced by parental divorce and subsequent remarriage, (2) exploring the relationships participants have with biological, nonresidential fathers and (3) to collaboratively present ways of doing family in alternative. Four adolescent girls took part in group conversations where they could were empowered to have their voices heard in a society where they are usually marginalized and silenced. As a result of these conversations a family game, FunFam, was developed that aimed to assist families in expanding communication within the family. Normalizing prescriptive discourses about divorce and remarriage were deconstructed to offer participants the opportunity to re-author their stories about their families. The second part of the research journey explored the problem-saturated stories that these four participants had with their biological, nonresidential fathers. They deconstructed the discourses that influenced this relationship and redefined the relationship to suit their expectations and wishes.
Practical Theology
M.Th.
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36

De, Villiers Jolandi. "Terapeutiese perdry ter bevordering van bewustheid by die kind met Fetale Alkohol Sindroom." Diss., 2004. http://hdl.handle.net/10500/1889.

Full text
Abstract:
Text in Afrikaans with a summary in Afrikaans and English
The motivation for this study was to use animal-assisted therapy to the advantage of the child with Fetal Alcohol Syndrome. The purpose of this study was to describe the use of therapeutic horse riding in Gestalt therapy and its influence on the awareness levels of the child with Fetal Alcohol Syndrome that present with Attention deficit/Hyperactivity disorder. For the purpose of this study a quantitative research approach with a descriptive nature was used. Semi-structured interviews were used to compile information about a single child in a therapeutic milieu. This information was combined with information gathered from the literature to compile guidelines for the counsellor. In this study horse riding was effectively combined with Gestalt play therapy to enhance the awareness levels of the child with Fetal Alcohol Syndrome.
Die motivering van hierdie ondersoek was om diergefasiliteerde terapie tot voordeel van die kind met Fetale Alkohol Sindroom te benut. Die doel van die studie was om die benutting van terapeutiese perdry in Gestaltspelterapie en die invloed daarvan op die bewustheidsvlakke van die kind met Fetale Alkohol Sindroom wat met Aandagafleibaarheid/hiperaktiwiteitsindroom presenteer te beskryf. Vir die doel van hierdie studie is kwalitatiewe navorsing met 'n beskrywende aard benut. Semi-gestruktureerde onderhoude is gebruik om inligting in te samel rakende 'n enkele kind in 'n terapeutiese milieu. Hierdie inligting is gekombineer met die inligting uit die literatuur ten einde riglyne vir die berader op te stel. In hierdie studie is perdry effektief by Gestaltspelterapie geintegreer om die kind met Fetale Alkohol Sindroom se bewustheidsvlakke te verhoog.
Practical Theology
M.Diac. (Play Therapy)
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37

Makhanya, Buhle. "The impact of employee wellness programme on employee wellness and performance : a Kwazulu Natal case study." Diss., 2001. http://hdl.handle.net/10500/27424.

Full text
Abstract:
The general aim of this study was to gain insight into the perceptions and experiences of line managers regarding the impact of an employee wellness programme (EWP) on employee wellness and performance at a selected municipality in KwaZulu-Natal. As a purposive sample, ten line managers were selected to participate in the study by means of semi-structured interviews. The literature review aimed to conceptualise wellness, employee wellness and employee performance, as well as to explore the impact of EWPs on employee wellness and performance. The specific empirical study aims were to determine line managers’ level of awareness and knowledge of the municipality EWP and its purpose, to explore the challenges faced by line managers within the EWP, to explore if the line managers perceived and experienced the municipality EWP as being beneficial to employee wellness and whether participating in the EWP improved employee performance. Lastly, the aim was to make recommendations for improvement that can assist the municipality in enhancing the impact of the EWP on employee wellness and performance within the industrial psychology discipline, and in particular when it comes to employee wellness. The research findings reveal that line managers were aware of and had knowledge about the existence of the EWP through marketing campaigns, inductions and activities. They also confirmed they had personal engagement experience through participation in the programme. They perceived the main purpose of the EWP as being to support employees in achieving a work-life balance and providing counselling and advisory services. Participants noted certain challenges with regard to participating in the programme, such as fear of being judged, victimised and stigmatised, and a lack of confidentiality and trust, which affects employees’ privacy and security. Also, they doubted wellness officer competence, which included the necessary skills and training for dealing with complex cases. Lastly, gender and cultural beliefs also posed challenges. Line managers found it beneficial to participate in the EWP. It improved employee wellness and performance. Employees developed mechanisms to cope with work, personal and emotional problems. Wellness officer availability, competence and skills were recommended by participants as ways of enhancing the EWP. Involvement of other stakeholders was another recommendation for improvement. This involvement would include wellness champions, organised labour and line managers. Programme managers should consider increasing EWP awareness by improving marketing, while emphasising programme benefits and confidentiality.
Industrial and Organisational Psychology
APA, Harvard, Vancouver, ISO, and other styles
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