...
首页> 外文期刊>Computers & education >The differences in motivations of online game players and offline game players:A combined analysis of three studies at higher education level
【24h】

The differences in motivations of online game players and offline game players:A combined analysis of three studies at higher education level

机译:在线游戏玩家与离线游戏玩家动机上的差异:三种高等教育水平研究的组合分析

获取原文
获取原文并翻译 | 示例
           

摘要

Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists who wish to exploit these highly desirable properties for educational purposes. Several studies have been performed looking at motivations for playing computer games in a general context and in a Higher Education (HE) context. These studies did not focus on the differences in motivations between online and offline game players. Equally the studies did not look at the differences in motivations of people who prefer single player games and people who prefer multiplayer games. If games-based learning is to become a recognised teaching approach then such motivations for playing computer games must be better understood. This paper presents the combined analysis of three studies at HE level, performed over a four year period from 2005 to 2009. The paper focuses on differences of motivations in relation to single player/multiplayer preference and online/ offline game participation. The study found that challenge is the top ranking motivation and recognition is the lowest ranking motivation for playing computer games in general. Challenge is also the top ranking motivation for playing games in HE while fantasy and recognition are the lowest ranking motivations for playing games in HE. Multiplayer gamers derive more competition, cooperation, recognition, fantasy and curiosity from playing games and online gamers derive more challenge, cooperation, recognition and control from playing games. Multiplayer gamers and online gamers ranked competition, cooperation and recognition significantly more important for playing games in HE than single players and offline participants.
机译:电脑游戏已成为一种非常流行的娱乐方式,并且对大学生如何度过闲暇时间产生了很大的影响。由于计算机游戏具有很高的激励特性,因此已经引起了教育学家的注意,他们希望将这些高度期望的特性用于教育目的。已经进行了几项研究,以探讨在一般情况下和高等教育(HE)情况下玩计算机游戏的动机。这些研究没有关注在线和离线游戏玩家动机上的差异。同样,这些研究没有关注偏爱单人游戏的人和偏爱多人游戏的人在动机上的差异。如果要使基于游戏的学习成为一种公认的教学方法,则必须更好地理解玩计算机游戏的动机。本文介绍了在2005年至2009年的四年中进行的三项HE级别研究的综合分析。本文着重研究了单人/多人偏好和在线/离线游戏参与动机的差异。研究发现,挑战通常是玩计算机游戏的最高动机,而认可是最低的动机。挑战也是在HE中玩游戏的最高动机,而幻想和认可是在HE中玩游戏的最低动机。多人游戏玩家从玩游戏中获得更多的竞争,合作,认可,幻想和好奇心,而在线游戏玩家从玩游戏中获得更多的挑战,合作,认识和控制。多人游戏玩家和在线游戏玩家对竞争,合作和认可的评价对于在HE中玩游戏比单人游戏和离线参与者更为重要。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号