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1.
This study investigated suspense as a predictor of sports video game enjoyment by including the variable as a key part of a working model that also included presence, fanship, disposition, skill, and outcome. Results of a path analysis indicate a complex network of relationships impacting enjoyment. Suspense strongly impacted presence, which was an important determinant of enjoyment, while skill and outcome also explained a large portion of variance in enjoyment. The study highlights the complexity of the enjoyment experience as it relates to video games, and provides direction for future work on a theoretical model of video game enjoyment.  相似文献   

2.
Based on the Theory of Subjective Quality Assessments, the present study examined players’ assessments of video game design features (qualities) as related to self-reported feelings of presence in role-playing games (RPG) and first-person shooters (FPS). An initial qualitative study with 8 focus groups (Study 1) was conducted to explore important game quality dimensions. Afterwards an online survey was designed to explore the association of those discrete dimensions with recollections of presence (Study 2). Using a quota sample of RPG and FPS gamers in Germany (N = 5,180), survey results show that recollections of presence were associated with positive quality assessments regarding a game’s environment, the player’s interaction with non-playable characters in that environment, and the environment’s.  相似文献   

3.
In response to the increased use and study of video games in academic work, academic libraries have started building or have expanded their video game collections. Collection development practices, however, have focused on collecting video games based on their format and not on their subject and disciplinary content. The authors of this article suggest that video games, while “read” differently than monographs, can communicate knowledge in unambiguous and discipline specific ways. Using the discipline of history as an example, the authors examined four World War II commercial video games to see how well these games communicated discipline-specific knowledge. Although none of the four video games evaluated would be identified as scholarly, two of the video games could be considered as sources of historical knowledge. As scholars begin to explore the creation and use of video games as secondary or tertiary sources in addition to primary sources or objects of study, academic libraries should include video games in their collections based on the video games' disciplinary content and the scholarly arguments that they present. The authors recommend a process for evaluating video games that could be used for most academic disciplines.  相似文献   

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A handful of recent content analyses have explored video games to date, focusing primarily on violence and gender issues. Further work in this area is needed, but several methodological challenges must be addressed. In particular, scholars need to consider the problems of effectively unitizing and sampling interactive content, accounting for nonindependence. In addition, they need to improve coder training and take steps to mitigate potential bias in favor of hypothesized patterns. Existing work in the field is used to illustrate both problems and potential solutions involving these issues.  相似文献   

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An emerging area of communication study is the process by which women seeking elective office construct their political identity. This essay engages that literature examining the historic 1986 Nebraska gubernatorial race as a case study. Two interrelated findings emerged from the study including: (1) gender perceptions were a factor even in this “genderless” election, and (2) each candidate's political identity was constructed through the interaction of gender characteristics and candidate issue positions.  相似文献   

7.
This study focused on context as communication. The distinctive micro‐environments at McDonald's and Burger King's suburban restaurants were compared and contrasted. The theory‐based conceptualization of high‐load environments generates the prediction that McDonald's customers are more involved and less comfortable than Burger Bang's customers. Results supported this prediction. Communicative and design implications of these results are discussed.  相似文献   

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随着互联网的快速发展和网络带宽的逐年增加,网络上视频内容逐渐增多,更多的内容从纯文本网页发布变为文本加视频发布。但是,互联网存档很难采集到网络视频,这些视频通常使用非标准工具和协议。本文提供了该领域采集技术的概述。基于几年采集网络视频内容的经验,本文提供了HTTP协议和RTMP协议视频采集的示例,阐述了采集网络视频内容的问题和解决方案。本文还提出了一种外部下载器作为视频采集模块,用于扩展网络视频内容采集。  相似文献   

10.
在新媒体快速发展的背景下,以短视频App"抖音"为例,首先分析图书馆开设抖音号的必要性,然后采用网络调查法找到图书馆抖音号存在的问题,再结合抖音活跃用户的特点和兴趣点,对图书馆可开展的服务进行分析,并提出图书馆抖音号的运营建议。  相似文献   

11.
随着5G时代的到来,短视频已成为宣传推广的重要阵地。文章运用网络调查的方法,对我国高校图书馆抖音短视频建设现状进行了调研。通过研究高校图书馆开通抖音短视频的相关数据,如院校分布、地域分布、认证情况、头像类型、开通时间、粉丝数量、获赞情况、作品更新情况及作品内容等,总结高校图书馆抖音号建设的基本情况,提出系统性优化策略,以期为其他高校短视频的发展提供有益借鉴和参考。  相似文献   

12.
徐彤阳  李婷 《图书馆》2021,(2):74-81
短视频行业的发展为阅读推广带来了新的发展模式。文章以抖音短视频为例,从相关性和重要性两个角度分别对评论信息进行定性和定量分析,发现阅读推广效果在短视频社会化主体中存在着主题性差异以及短时间的关注高峰期。阅读环境、需求效应在促进用户认知和行为改变过程中作用显著。文章提出从短视频社会化主体阅读推广的阅读环境、用户间互动交流的机会、关注用户反馈和情感阅读体验等方面进行改善,以期有效提升阅读推广成效。  相似文献   

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This study examines the changing roles for women in academia from 1991 to 2001 through a content analysis of quality characteristics in 626 American Political Science Review book reviews. Results revealed increases for women over men in quantity of books and reviews published, as well as quality appraisals of books written.  相似文献   

15.
This study proposes a cognitive processing model to explain that stereotypes are the result of a two-way interaction between receiver evaluation of the valence of accessed information from the media, and receiver evaluation of the realism and believability of the information. This model is applied to analyze American media use and stereotyping of African-Americans among 378 high school students in South Korea. Findings partially support the proposed model: positive media portrayals perceived to be real and believable result in positive stereotyping, while negative media portrayals perceived to be real and believable result in negative stereotyping. Respondents perceived that messages disseminated by the American media were somewhat realistic and believable, and that American media portray African-Americans negatively.  相似文献   

16.
《Communication monographs》2012,79(4):295-316
This study investigates how language is used to make sense of influence attempts. More specifically, the perceived potency and evaluation of both influence agents and targets and the influence tactic used are examined for their effect on the actors' perceived power and influence success. The two influence tactics examined are threats and attempts to persuade. A pilot study (N=145) and main experiment (N=189) were conducted to create 84 simple sentences, the units of analysis for this investigation. Agents are perceived as more powerful than targets of influence. The tactic used to secure compliance (threaten versus attempt to persuade) does not affect the perceived power of either the agent or the target. A bad agent is seen as more powerful than a good agent, and a bad target is considered more powerful than a good target. Furthermore, good agents have more success in gaining compliance by using persuasion than by using threats, and they have more success when influencing a good target than a bad target. Implications of these findings are discussed.  相似文献   

17.
Although effects of violence in video games have been researched extensively, no empirical studies have examined effects of profanity, a form of verbal aggression, in video games. An experiment (N = 321) investigated effects of profanity used by protagonist and antagonist characters in a “first-person shooter” game on players' hostile expectations, accessibility of aggressive thoughts, aggressive feelings, and other responses. Profanity used by both protagonist and antagonist characters increased hostile expectations, a direct precursor to aggressive behaviors. Findings suggest that profanity in video games may affect aggressive outcomes, emphasizing the need for more research investigating effects of profanity in media.  相似文献   

18.
文章通过对全球知名智库的案例分析,论述了情报工作在智库中的前端作用,并以上海社科院信息研究所为例,从三个方面论述了社科学术信息智库如何形成智库之智库的发展目标和举措.  相似文献   

19.
文摘以宁波市纺织服装特色数据库的建设为例,探讨了区域产业文献资源共享平台建设的途径,认为应该从三个方面进行:一是加强与企业的合作,从产业需求的角度建设文献资源数据库;二是加强与相关的学术文化机构合作,建设区域产业特色文献;三是与政府合作,争取地方政府的支持。  相似文献   

20.
Since the introduction of the opinion leadership conceptualization,both practitioners and academics have been keenly interestedin its applicability in modern society. Numerous studies havebeen conducted to identify potential opinion leaders, learnof the characteristics distinguishing them from their ‘followers,’and understand how they exert their personal influence to changeopinions and behaviors of the masses. Despite the growing researchon opinion leadership, the identification of appropriate opinionleaders for practical purposes continues to be a challenge.Several methods were used to identify opinion leaders. The existenceof numerous methods and their use in various societies, socialsettings and cultures and the variance across domains of opinionleadership raises questions on the applicability and validityof the modern, advanced measures when applied to other socialsettings. The present study is in fact a first attempt to applythe modern personality strength (PS) scale to a traditionalcommunity. The PS scale was found to be an efficient, valid,and useful instrument to identify opinion leaders in numerousstudies. However, it was always used, tested, and validatedin Western societies (e.g., Germany, USA, and Israel). Whenwe applied the method in the Skukuza community, a small villagein South Africa, the findings revealed the inapplicability ofthe scale in a traditional community. Several factors are suggestedto explain the futility of the PS scale in a traditional society.  相似文献   

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