中国科学院机构知识库网格
Chinese Academy of Sciences Institutional Repositories Grid
基于网络数据的游戏行为与成就动机量化关系研究

文献类型:学位论文

作者周海燕
答辩日期2021-12
文献子类继续教育硕士
授予单位中国科学院大学
授予地点中国科学院心理研究所
其他责任者朱廷劭
关键词大学生 成就动机 游戏行为 刀塔2 结构方程模型
学位名称理学硕士
学位专业发展与教育心理学
其他题名Quantitative relationship between game behavior and achievement motivation based on Network data
中文摘要Achievement motivation refers to the motivation of individuals to pursue what they think is valuable and achieve the expected goal, namely the motivation to set high standards for themselves and strive to achieve the success of activities, which is related to the ability of college students to overcome difficulties in study and life, and even the level of long-term career achievements.Dota2 is a Multiplayer Online Battle Arena game. Players protect their ancient ruins and destroy their enemies' ancient ruins by leveling up, earning money, buying equipment and killing their enemies' heroes.Considering that "achievement motivation and other game motivations are important variables to explain game behavior", "the characteristics of online games determine that it can better stimulate the achievement motivation of most people", and "Dota2" has the characteristics of high popularity, complex scenes and open game behavior data, etc., This study is the first to focus on the specific behavior and achievement motivation of college students in "Dota2" and study the quantitative relationship between them. And draw a series of theoretical and practical significance of the conclusion.First, the achievement motivation scale designed by Gjesme and Nygard is very effective in measuring the achievement motivation of Chinese college students, a specific group of game players. The measurement results show that the achievement motivation of the specific group of "Dota2" college student game players is weak, not only the willingness to avoid failure is not high, but also the willingness to pursue success is not high, and the total achievement motivation is actually negative, which is obviously different from the conclusion of other scholars' research on the achievement motivation of college students.Secondly, there is a significant correlation between the game behaviors of college students playing "Dota2", and only a few game behaviors have no significant correlation with other game behaviors. Hierarchical clustering was used to classify these game behaviors into seven categories.Third, there is a significant correlation between the game behavior and achievement motivation of college students in "Dota2" game, but the significance only shows the correlation between part of the game behavior and achievement motivation.Fourthly, constructing a linear regression model between game behavior and achievement motivation can reasonably explain the relationship between the two and predict achievement motivation with specific game behavior, but it is not enough for the abundant data provided by this study.Fifth, through the construction of structural equation model, it is found that the achievement motivation of "Dota2" college game players has a significant influence on their game behavior, among which, the influence on participation behavior is significant, but only includes direct influence; The influence on killing behavior is significant, including direct influence and indirect influence, accounting for 50.51% and 49.49% of the total influence respectively. The coefficient of influence on prop purchase and use behavior is small and not significant. This indicates that killing is the core behavior of the game, and that the player's sense of accomplishment is mainly reflected through killing.Based on the above research conclusions, this study puts forward relevant policy suggestions. First, it is necessary for colleges and universities to carry out psychological intervention for the special group of college students playing "Dota2". Considering that "people with low achievement motivation have a low sense of self-worth, and the primary goal of their behavior is not to solve problems or grow up, but to avoid the damage to self-esteem and negative emotions caused by failure", relevant psychological intervention should be targeted to a certain extent. Second, it is suggested that game developers, especially large-scale game developers, design products with a positive and positive way of thinking, to guide game players to form and establish a correct outlook on life and values.This study has positive exploration significance in both theoretical and practical aspects. First, it provides a new way to measure achievement motivation, that is, to measure achievement motivation of "Dota2" college students through game behavior. Second, for the first time, the specific behaviors of operating "Dota2" are divided into three categories, that is, participating behavior, killing behavior and equipment purchase behavior; Thirdly, the research methods on the relationship between game behavior and psychological state, especially achievement motivation, are worthy of reference by other researches. Fourthly, the acquisition and use of specific game behavior data are worthy of reference by other researches. Fifth, the measurement conclusion of achievement motivation of college students participating in online "Dota2" game is helpful for colleges and universities to carry out targeted psychological intervention; Sixth, the classification of game behaviors in "Dao Tower 2" and the definition of core behaviors are helpful for game developers, especially large-scale game developers, to choose positive and positive game behaviors when designing products, so as to guide game players to form and establish correct outlook on life and values.
英文摘要成就动机,是指个体追求自认为有价值的事情,并使之达到预期目标的动机,即以高标准要求自己并力求取得活动成功为目标的动机,其关乎大学生克服学习和生活中所遇困难的能力、乃至远期职业成就的高低。“Dota2”也被称作刀塔2,是一款多人在线战术竞技游戏。游戏玩家通过提升等级、赚取金钱、购买装备和击杀敌方英雄等手段达成守护己方远古遗迹并摧毁敌方远古遗迹的使命。考虑到“成就动机等游戏动机是解释游戏行为的重要变量”,“网络游戏本身的特点决定了它能较好地激发起大多数人对它的成就动机”,以及“刀塔2”游戏本身所具备的流行度高、场景复杂和游戏行为数据公开化等特点,本文首次聚焦大学生游戏玩家在“刀塔2”中的特定行为与成就动机,研究两者之间的量化关系,并得出一系列有着理论意义和现实意义的结论。一是由Gjesme和Nygard设计的成就动机量表在针对中国大学生游戏玩家这一特定群体进行成就动机测度是非常有效的。测度结果显示,“刀塔2”大学生游戏玩家这一特定群体的成就动机较弱,不仅避免失败的意愿不高,追求成功的意愿也不高,总成就动机竟然为负,明显区别于其他学者针对大学生成就动机研究的结论。二是“刀塔2”大学生玩家的游戏行为之间普遍存在着显著的相关性,仅有少数游戏行为与其他游戏行为间的相关性不显著。使用层次聚类法将这些游戏行为划分为七大类。三是 “刀塔2”游戏大学生玩家的游戏行为与成就动机之间存在着显著的相关性,但这种显著仅仅表现为部分游戏行为于成就动机之间的相关性。四是构建游戏行为与成就动机之间的线性回归模型能够较为合理地解释两者之间的关系,并用具体的游戏行为对成就动机进行预测,但对于本文所提供的丰富的数据量来讲是不够的。五是通过构建结构方程模型研究得到,“刀塔2”大学生游戏玩家的成就动机对其游戏行为的影响较为显著,其中,对参与行为的影响显著,但只包含直接影响;对击杀行为的影响较为显著,且同时包含直接影响和间接影响,两者占总影响的比重分别为50.51%和49.49%;对道具购买与使用行为的影响系数较小,且不显著。这既说明击杀行为是该游戏的核心行为,也说明游戏玩家的成就感主要通过击杀行为来体现。基于上述研究结论,本文提出相关政策建议,一是针对“刀塔2”游戏大学生玩家这一特殊人群,各大高校非常有必要开展心理干预。考虑到“成就动机水平低者自我价值感低,其行为的首要目标不是解决问题或成长,而是避免失败所产生的自尊受损和负面情绪”,相关心理干预需有一定的针对性;二是建议游戏开发商、尤其是大型游戏开发商,在设计产品的时候能够以积极、正面的思路去设计产品,去引导游戏玩家形成、树立正确的人生观和价值观。本文在理论方面和现实方面都有着积极的探索意义:一是提供了一种新的成就动机的测度思路,即通过游戏行为测度“刀塔2”大学生游戏玩家的成就动机;二是首次将操作“刀塔2”的具体行为划分为三大类,即参与行为、击杀行为和装备购买行为;三是关于游戏行为和心理状态、尤其是成就动机之间的关系研究方法值得其他研究所借鉴四是对具体游戏行为数据的获取和使用是值得其他研究所借鉴的;五是本文对在线参与“刀塔2”游戏的大学生玩家成就动机进行的测度结论,有助于各大高校开展有针对性的心理干预;六是对“刀塔2”游戏中的游戏行为的分类及其核心行为界定,有助于游戏开发商、尤其是大型游戏开发商,在设计产品的时候选择积极、正面的游戏行为,进而引导游戏玩家形成、树立正确的人生观和价值观。
语种中文
源URL[http://ir.psych.ac.cn/handle/311026/45241]  
专题心理研究所_社会与工程心理学研究室
推荐引用方式
GB/T 7714
周海燕. 基于网络数据的游戏行为与成就动机量化关系研究[D]. 中国科学院心理研究所. 中国科学院大学. 2021.

入库方式: OAI收割

来源:心理研究所

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