John A. Velez, W. Jang, Joshua M. Jordan, William R. Walker
{"title":"“不要放弃!”","authors":"John A. Velez, W. Jang, Joshua M. Jordan, William R. Walker","doi":"10.1027/1864-1105/a000313","DOIUrl":null,"url":null,"abstract":"Abstract. The determination exhibited by players is a valuable quality in other contexts that require persistence. Research suggests that competitive and difficult video game play may acclimate players to arduous challenges and steel them against later hardships. Participants played competitively (one-on-one) or cooperatively with a non-player character (two-on-two) against non-player character opponents of varying difficulty (e.g., easy, moderate, or hard) in Super Smash Bros. Subsequent persistence was measured by time spent on an anagram task that included unsolvable items. Results suggest that video game competitiveness is necessary to facilitate subsequent persistence. However, the difficulty of opponents did not influence players’ subsequent persistence, even when withstanding the most competence-thwarting game play against hard opponents. The current study suggests that competitive play, in general, sufficiently jumpstarts persistent behaviors in players and that, instead of players cultivating persistence by enduring frustrating game play, they may be invigorated or enticed to attain goals when challenged.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":null,"pages":null},"PeriodicalIF":1.7000,"publicationDate":"2021-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"“Don’t Give Up!”\",\"authors\":\"John A. Velez, W. Jang, Joshua M. Jordan, William R. Walker\",\"doi\":\"10.1027/1864-1105/a000313\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract. The determination exhibited by players is a valuable quality in other contexts that require persistence. Research suggests that competitive and difficult video game play may acclimate players to arduous challenges and steel them against later hardships. Participants played competitively (one-on-one) or cooperatively with a non-player character (two-on-two) against non-player character opponents of varying difficulty (e.g., easy, moderate, or hard) in Super Smash Bros. Subsequent persistence was measured by time spent on an anagram task that included unsolvable items. Results suggest that video game competitiveness is necessary to facilitate subsequent persistence. However, the difficulty of opponents did not influence players’ subsequent persistence, even when withstanding the most competence-thwarting game play against hard opponents. The current study suggests that competitive play, in general, sufficiently jumpstarts persistent behaviors in players and that, instead of players cultivating persistence by enduring frustrating game play, they may be invigorated or enticed to attain goals when challenged.\",\"PeriodicalId\":46730,\"journal\":{\"name\":\"Journal of Media Psychology-Theories Methods and Applications\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":1.7000,\"publicationDate\":\"2021-11-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Media Psychology-Theories Methods and Applications\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://doi.org/10.1027/1864-1105/a000313\",\"RegionNum\":4,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Media Psychology-Theories Methods and Applications","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1027/1864-1105/a000313","RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMMUNICATION","Score":null,"Total":0}
Abstract. The determination exhibited by players is a valuable quality in other contexts that require persistence. Research suggests that competitive and difficult video game play may acclimate players to arduous challenges and steel them against later hardships. Participants played competitively (one-on-one) or cooperatively with a non-player character (two-on-two) against non-player character opponents of varying difficulty (e.g., easy, moderate, or hard) in Super Smash Bros. Subsequent persistence was measured by time spent on an anagram task that included unsolvable items. Results suggest that video game competitiveness is necessary to facilitate subsequent persistence. However, the difficulty of opponents did not influence players’ subsequent persistence, even when withstanding the most competence-thwarting game play against hard opponents. The current study suggests that competitive play, in general, sufficiently jumpstarts persistent behaviors in players and that, instead of players cultivating persistence by enduring frustrating game play, they may be invigorated or enticed to attain goals when challenged.
期刊介绍:
Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.