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The Attentional Characteristics And Aggressive Behavior Of Esport Game Players

Posted on:2018-07-26Degree:MasterType:Thesis
Country:ChinaCandidate:J ChenFull Text:PDF
GTID:2355330515990729Subject:Applied psychology
Abstract/Summary:PDF Full Text Request
The network information age,electronic game is pervasive in our field of vision.From the initial the recreational function of evolution to the present has the nature of competitive game,the game are from the entertainment player to become professional players live online every day,games like football,basketball,has attracted more and more people are involved.Along with the development and changes,the game's double-edged sword characteristics are revealed,while entertaining,violence in the game also gives players,and the study found that attract most players is also such a competitive and violent games.Domestic and abroad studies have found that play the violent competition game will make players attacking,and will become sensitive for violence clues,and increased physiological arousal,become social instability.GAM model proved long-time experience of violent games will let players attack icon and love to do it,and extended will strengthen the graphic and logic.A lot of research had study the game players to attack and threatening the attention bias of information,but in this paper in order tostudy gamers of LOL of the most popular game as the object,studies the most gamers are popular attention of cognitive characteristics and their own offensive game features.This study included three experiments,according to experience of games will be classified into gamers and non-gamers,experimental one will study game players for the game hero image attention bias characteristic;Experiment 2.With attention to the characteristics of the aggressive characteristics when gamers punishment;And because aggression is often accompanied by emotional,the experiment three by measuring the heart rate of the game players to further support the e-sports game inspire players physical arousal this hypothesis.Experiment by 2(types of subjects: the game,the game)×3(probe point location: consistent,inconsistent,neutral-neutral)mixed experimental design,game players of the game were studied using point detection paradigm attention bias characteristics of hero images,the results show that compared with the game players,game players of the game picture with attention to characteristic and main performance for attention.Experiment 2 by 2 group(group: low punishment,punishment)× 2(punishment time: the first victory,a second victory)mixed experimental design,with different sound as experiment material,USES the competitive reaction model,results show that high accept punishment strength of subjects to inflict punishment strength grade is higher than punished with low intensity subjects,namely,feedback intensity increased with increasing the intensity of punishment and the.Experiment three USES 2(subjects types: non-gamers,gamers)×2(state of subjects: quiet period,the game)mixed experimental design,to the glory of the actual operation of experiment contents,adopting many conductivity meter measuring players the game state of physiological differences in heart rate or quiet period,the results showed that the game players in the game when the heart rate is higher,compared with the quiet period heart rate difference is remarkable.Study got the following conclusions:(1)for a long time immersed in the game's game players of the game is real attention bias and is mainly pay attention to the orientation;(2)for game players,the higher the intensity of punishment,the participants attack is higher(high physical input);(3)game influence players physical arousal,raising the level of performance for the heart rate is higher than calm state under the game state(high psychological investment).Results consistent with GAM model,and in line with the general attack model of short-term effect theory,research,of course,and further to improve,such as using rem meter measurement of eye movement indices and use technology such as ERP to pay attention to the bias for further examination.
Keywords/Search Tags:E-sports, Attentionalbias, Point detection paradigm, Competitive reaction time paradigm, Aggressive behavior, Heart rate
PDF Full Text Request
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