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從網(wǎng)絡游戲玩家類別探討游戲玩家行為模式畢業(yè)論文-wenkub

2023-07-12 12:36:55 本頁面
 

【正文】 arious factors of online puter game players (n=540) who played the most popular online game survey examined basic demographic information, playing frequency (. amount of time spent playing the game a week), playing history (. how long they had been playing the game, who they played the game with,whether they had ever gender swapped their game character, the favourite and least favourite aspects of playing the game, and what they sacrifice (if anything) to play the showed that adolescent gamers were significantly more likely to be male, significantly less likely to gender swap their characters,and significantly more likely to sacrifice their education or relation to favourite aspects of game play, the biggest difference between the groups was that significantly more adolescents than adults claimed their favourite aspect of playing was also showed that in general, the younger the player,the longer they spent each week playing.DiscussionAlthough the number of variables examined was limited, the study did provide some interesting number of adolescents who play Everquest is predictable given that the game itself is geared towards the older order to play the game, players have to pay a subscription (traditionally by credit card).The fact that most adolescents do not have a credit card would explain the lower numbers who played the , this may change as Sony has introduced a game card that enables players who cannot have a credit card to play the game (similar to a mobile phone top up card).There were significantly more males among the adolescent group although males were predictably predominant in both may be in part due to the extensive violence within the game (. a player has to fight to level). In addition,the Everquest packaging always has a female character 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 statusand 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, resultsdemonstrated 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 beexperiencing addictive like experiences similar to findings in other types of video game play ( amp。2012年3月2日—3月31日:與導師交流修改論文。確定方案,完成開題報告答辯。第三,針對不同類型的游戲玩家,分析不同類型游戲玩家的行為模式。完成
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