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1.
Psicol. soc. (Online) ; 32: e191144, 2020. graf
Article in Portuguese | LILACS-Express | LILACS, INDEXPSI | ID: biblio-1135927

ABSTRACT

Resumo O estudo aborda processos cognitivos e emocionais em espaços híbridos físicos-digitais. Descreve como a experiência emocional, os processos cognitivos e o acoplamento à tecnologia exercem uma função importante para a produção de narrativas relativas às práticas de jogo. Como base empírica, realizaram-se oficinas nas quais os participantes exploraram um jogo digital baseado em localização. Como indicadores de análise, observou-se a emergência de dois níveis de produção de sentido nas narrativas: um relacionado às descrições da programação e outro relacionado à performance do jogador - sua forma de estar presente e de agir no contexto. Argumenta-se que as performances de jogo constituem narrativas que nos permitem observar formas singulares de experimentação do espaço. Tais formas são tributárias do emocionar e do tensionamento, reconfiguração e manutenção do acoplamento estrutural que um sujeito-jogador estabelece com seu mundo-contexto de jogo.


Resumen El estudio aborda procesos cognitivos y emocionales en espacios híbridos físicos y digitales. Describe cómo la experiencia emocional, los procesos cognitivos y el acoplamiento a la tecnología desempeñan una función importante para la producción de narrativas relativas a las prácticas de juego. Como base empírica, se realizaron talleres en los que los participantes exploraron un juego digital basado en localización. Como indicadores de análisis, se observó la emergencia de dos niveles de producción de sentido en las narrativas: uno relacionado a las descripciones de la programación y otro relacionado a la performance del jugador -su forma de estar presente y de actuar en el contexto. Se argumenta que las actuaciones de juego constituyen narrativas que nos permiten observar formas singulares de experimentación del espacio. Tales formas son tributarias del emocionar y del tensado, reconfiguración y mantenimiento del acoplamiento estructural que un sujeto-jugador establece con su mundo-contexto de juego.


Abstract This study addresses cognitive and emotional processes in hybrid physical-digital spaces. It describes how emotional experience, cognitive processes, and coupling with technology play an important role in the production of narratives relating to gaming practices. As an empirical basis, workshops were held in which participants explored a digital game based on location. As indicators of analysis we observed the emergence of two levels of meaning production in the narratives: one related to the descriptions of the programming and another related to the performance of the player - his/her way of being present and of acting in said context. It is argued that game performances constitute narratives that allow us to observe singular forms of experimentation in space. Such forms are dependent to emotion and tension, reconfiguration and maintenance of the structural coupling that a subject-player establishes with his/her game world-context.

2.
Chinese Journal of Behavioral Medicine and Brain Science ; (12): 84-87, 2015.
Article in Chinese | WPRIM | ID: wpr-469434

ABSTRACT

Objective To develop the adolescent online game experience scale(AOGES) and tests its reliability and validity,so as to explore the component construct of the adolescents' online game experience.Methods Interviews and open questionnaire investigation as well as the existing scales were used to form the earlier version of the measurement,and the formation of test version were based on the expert group discussion,A total of 785 middle school students completed the AOGES,factor analysis method were used to form the final questionnaire.60 students participated in the retest 3 weeks later.The Online Game Addiction Scale and APIUS were used as criterions.Results The exploratory factor analysis indicated that the AOGES was composed of 40 items and six-factors; The range of factor loading was between 0.40-0.89,and explained 60.42% of the total variance.The cortfirmatory factor analyses indicated that the six-factor model had good fitting indices (x2/df =2.83,GFI =0.93,TLI =0.92,IFI =0.95,CFI=0.95,RMSEA=0.069).The scores of the AOGES were positively correlated with the scores of the Online Game Addiction Scale and APIUS (r=0.12-0.60,P<0.05).The Cronbach oα of the AOGES was 0.96 and six subscales were between 0.76-0.95.The test-retest reliabilities of the AOGES was 0.81 and six subscales were between 0.51-0.86.Conclusion It suggests that the Adolescent Online Game Experience Scale may be a sixdimension model which has good reliability and validity.The questionnaire may be suitable for measuring the adolescents' online game experience in China.

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