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從網(wǎng)絡(luò)游戲玩家類別探討游戲玩家行為模式畢業(yè)論文-文庫吧

2025-06-14 11:16 本頁面


【正文】 racter on it (which is more likely to appeal to males). Given that Everquest first started in the US, uses US terminology, and there is a predominance of US servers worldwide (over 80%), it was perhaps unsurprising that the nationality of players in both groups were predominantly North , the results did reveal that there were significantly more adolescents in the North American sample pared to the rest of the world (% versus %). Although there are significant differences between the two groups in terms of educational level, they are entirely selfevident given that many of the adolescents are not old enough to be at , other sociodemographic variables such as marital status and occupation produced selfevident results given the group that Everquest has only been available to play since 1999, it was perhaps unsurprising that there was only small differences between age groups in their playing history (. the number of months they had been playing the game).However, in terms of weekly play, results demonstrated that adolescents played slightly more than , by breaking up the agebands, results showed that play frequency was generally associated with age (. the younger the person, the more hours a week they play) although this was not linear (see ).There are a number of reasons that could account for are more likely to have more disposable leisure time and have less other responsibilities than may also have far more flexibility in their weekly schedules in which to play the game. The group parisons on game playing variables produced a lot of significant relation to gender swapping, there was clear evidence that adolescents engaged in significantly less gender swapping than adults (% adolescents versus %). One possible explanation may be that adolescents (who were almost all male in this sample) prefer very masculine type characters (. Warriors). They may be insecure about their own identity in the offline world and may still be developing their own one adolescent female (%) had ever played a male character pared to 39 adolescent males (%) who have played a female role. In the adult group over half of males (%) said that they had gender swapped pared to only % of female were significantly less likely to gender swap in both may because females do not want to contradict gender stereotypes surrounding aggression and violence. An examination of favourite and least favourite aspects of Everquest also revealed some very significant both groups’ favourite aspects related to the social aspects of playing, more adults (%) than adolescents (%) preferred these aspects (although this just failed to reach significance).The biggest difference between the groups was that significantly more adolescents than adults claimed their favourite aspect of playing was was also demonstrated in the least favourite aspects with significantly more adults than adolescents reporting that violence was their least favourite were no other significant differences between the groups. Given that the weekly play frequency for both groups was quite high, it was unsurprising that various aspects of their lives were over onefifth of both groups stated that nothing was sacrificed in order to play Everquest. However, this does mean that almost 80% of both adults and adolescents reported sacrificing at least one thing in their lives in order to play at the level that they were significantly more likely to sacrifice social events whereas adolescents were significantly more likely to sacrifice their education or this is a true reflection of what is sacrificed, then there is some cause for concern for the adolescent group as the sacrificing of education or work may have more severe repercussions than sacrificing other parts of their lives. Almost onefifth of both groups said they sacrificed sleep in order to too may have repercussions for both groups on productivity in other areas of their lives. The findings relating to excessive play here suggest that some online gamers may be experiencing addictive like experiences similar to findings in other types of video game play ( amp。 Hunt, 1998) and is an area for further could be that because of both the petitive and cooperative aspects of the game, that Everquest is perhaps more addictive than console video games where gamers play against the machine rather than other people. Furthermore, based on offline video game play, it may be the case that adolescents are more vulnerable to online video gaming addiction than , the data presented here can neither confirm nor deny such a speculation and further study is again , it is worth noting that Charlton’ s (20xx) factor analytic study of puter addiction showed a blurring of distinction between nonpathological high engagement and , it could alternatively be the case that there are very excessive online gamers who show few negative consequences in their , this study suggests that both adult and adolescent high engagement players do appear to have at least some negative consequences in their lives. 關(guān)于成人網(wǎng)絡(luò)游戲玩家與未成年網(wǎng)絡(luò)游戲玩家的比較研究 摘要: 現(xiàn)如今網(wǎng)絡(luò)游戲盡管日益流行,但是并沒有比較成人游戲玩家與未成年人游戲玩家的調(diào)查,為此,我們對“無盡的任務(wù)”( EQ,美國是由美國索尼在線娛樂公司開發(fā)的知名網(wǎng)絡(luò)游戲)的游戲玩家相關(guān)特征進(jìn)行網(wǎng)上的問卷調(diào)查,此次調(diào)查主要調(diào)查玩家的基本人口學(xué)特征、游戲頻率、玩游戲的歷史、游戲偏好、玩游戲的代價。通過調(diào)查得出:未成年的游戲玩家中男性占多數(shù),比較成年玩家,成年玩家不喜歡變換較色的性別,個人性別與角色性別統(tǒng)一,成年玩家更能花費(fèi)學(xué)習(xí)和工作的時間進(jìn)行游戲。在游戲偏好角 度的比較上,成年玩家認(rèn)為他們喜歡游戲的因素主要由于游戲的暴力性如何。同時,此次調(diào)查證實(shí),玩家越是年輕,就越是在每周花費(fèi)更多時間進(jìn)行游戲。 討論: 如果本游戲僅僅適合年齡大的游戲玩家,則未成年人的數(shù)量還是可以預(yù)測的,玩游戲的玩家必須申請一個信用卡綁定的賬號,但由于未成年人沒有信用卡,導(dǎo)致了此游戲未成年人玩家人數(shù)不多的原因。然而索尼空死最近推出了一款不需要信用卡支付游戲的用戶卡的游戲,這一狀況逐漸改善。在這兩個群體中盡管男性占大多數(shù),但男性比例在未成年人群體中更為高值。大部分的原因是由于游戲中的暴力元素組成,玩 家需要戰(zhàn)斗升級獲得個人成長。且 EQ 的游戲包裝中美女人物對男性的吸引更大。 此游戲產(chǎn)于美國,美國服務(wù)器占了絕對多數(shù),因此在成年人群體與未成年人群體中北美人口占多數(shù)也是正常。同時,此次調(diào)查結(jié)果頁表明與非北美地區(qū)玩家相比較,北美玩家中包括更多的未成年人玩家,盡管兩個群體在教育水平上存在明顯差異,但是肯定的一點(diǎn)是未成年人玩家中的大部分是未達(dá)到上大學(xué)的年齡。此外,其他的社會人口統(tǒng)計變量,如婚姻與職業(yè)在兩組的比較重也是
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