換裝游戲?qū)ι聿拇碳ぷ⒁馄虻挠绊?/H1>
發(fā)布時(shí)間:2018-09-09 17:26
【摘要】:現(xiàn)階段女性在游戲市場上扮演著越來越重要的角色,很多廠商開始專門以女性為目標(biāo)用戶定制女性向的游戲。然而在越來越多女性進(jìn)入這個(gè)領(lǐng)域的情況下,卻幾乎沒有研究這些游戲是否會(huì)對(duì)女性產(chǎn)生一定的影響。此外,關(guān)于大眾媒體對(duì)女性身材影響的研究也大多聚集在雜志、電視,社交媒體,唯獨(dú)沒有游戲傳播造成的影響研究。因此結(jié)合以上兩點(diǎn),本研究從詞語和圖片兩個(gè)語義系統(tǒng)來探究以女性玩家為主的換裝游戲是否會(huì)讓玩家對(duì)身材類材料產(chǎn)生更多的注意偏向。實(shí)驗(yàn)一使用了經(jīng)典點(diǎn)探測范式結(jié)合眼動(dòng)觀測,分別對(duì)28位沒有玩換裝游戲的女生和25位玩了 20分鐘真人換裝游戲的被試進(jìn)行了按鍵反應(yīng)時(shí)的測試以及使用眼動(dòng)儀觀測她們的眼動(dòng)指標(biāo)。通過實(shí)驗(yàn)數(shù)據(jù)分析發(fā)現(xiàn)點(diǎn)探測范式的按鍵反應(yīng)時(shí)并不能推測出玩游戲的被試對(duì)身材詞有注意偏向。于是又對(duì)興趣區(qū)注視時(shí)間、興趣區(qū)注視時(shí)間百分比、興趣區(qū)注視次數(shù)和興趣區(qū)注視次數(shù)百分比四個(gè)眼動(dòng)指標(biāo)進(jìn)行了直觀的分析,結(jié)果發(fā)現(xiàn)玩過換裝游戲的被試對(duì)于身材相關(guān)詞的關(guān)注,顯著的多于非身材詞,并且沒有玩過游戲的被試則沒有表現(xiàn)出這種差異。從而直觀的驗(yàn)證了實(shí)驗(yàn)的假設(shè)。實(shí)驗(yàn)二則是從大腦語義加工的另一條通道---圖片系統(tǒng)進(jìn)行分析,將PS過的身材圖片和中性刺激配對(duì)呈現(xiàn),使用點(diǎn)探測的探測范式結(jié)合眼動(dòng)觀測,分別對(duì)26位沒有玩過換裝游戲的女生和25位玩了 20分鐘真人換裝游戲的被試進(jìn)行了按鍵反應(yīng)時(shí)的測試,并觀測她們的眼動(dòng)指標(biāo)。結(jié)果發(fā)現(xiàn),點(diǎn)探測范式按鍵反應(yīng)時(shí)如實(shí)驗(yàn)一一樣,沒有驗(yàn)證實(shí)驗(yàn)假設(shè)。再使用直觀的眼動(dòng)指標(biāo)進(jìn)行驗(yàn)證,結(jié)果發(fā)現(xiàn)玩過游戲的被試在興趣區(qū)注視時(shí)間百分比、興趣區(qū)注視次數(shù)和興趣區(qū)注視次數(shù)百分比三個(gè)指標(biāo)上都顯著的出現(xiàn)了注意偏向。驗(yàn)證了實(shí)驗(yàn)二的假設(shè)。兩個(gè)實(shí)驗(yàn)分別通過直觀的眼動(dòng)數(shù)據(jù)看出換裝游戲會(huì)在玩家的兩個(gè)語義系統(tǒng)都產(chǎn)生影響。證實(shí)了換裝游戲會(huì)讓玩家對(duì)身材類的刺激有注意偏向。也從另一方面證實(shí)了點(diǎn)探測范式推測數(shù)據(jù)的局限性,更加推崇使用眼動(dòng)儀來直接探查眼動(dòng)、注意等因素的效果。
[Abstract]:At this stage, women play an increasingly important role in the game market. However, as more and more women enter the field, little has been done to see if these games have any impact on women. In addition, studies on the impact of mass media on women's bodies are mostly focused on magazines, television, social media, but not on the effects of game communication. Therefore, combining the above two points, this study from the word and picture two semantic systems to explore whether the female gamer-oriented game of change will make the player more attention to body material bias. In experiment 1, the classical point detection paradigm is used in combination with eye movement observation. The keystroke responses of 28 girls who did not play the game and 25 women who played the game for 20 minutes were tested and their eye movement indexes were measured by eye movement meter. Through the analysis of experimental data, it was found that the keystroke reaction of point detection paradigm could not infer that the participants who played the game had an attentional bias towards body words. Therefore, four eye movement indexes, such as the fixation time of the region of interest, the percentage of the fixation time in the region of interest, the number of fixation in the region of interest and the percentage of the fixation in the region of interest, were analyzed intuitively. The results showed that the participants who had played the game of changing clothes paid more attention to status-related words than non-stature words, and those who had not played the game showed no such difference. Thus the hypothesis of the experiment is verified intuitively. The second experiment was to analyze the image system, another channel in the semantic processing of the brain, pairing the body images of PS with neutral stimuli, and using the probe paradigm of point detection combined with eye movement observation. The keystroke responses of 26 girls who had not played the game and 25 women who had played the game for 20 minutes were tested and their eye movement indexes were observed. The results show that the experimental hypothesis is not verified when the point detection paradigm is keystroke response as in experiment 1. Then the visual eye movement index was used to verify the results. The results showed that the percentage of fixation time in the area of interest, the number of fixation in the area of interest and the percentage of fixation in the area of interest were significantly biased in the subjects who had played the game. The hypothesis of experiment 2 is verified. Through the visual eye movement data, the two experiments show that the game will have an impact on the two semantic systems of the player. Confirmed that the game will allow players to the body of the excitement of attention bias. On the other hand, the limitation of speculated data of point detection paradigm is confirmed, and the effect of using eye movement instrument to directly detect eye movement, attention and other factors is advocated.
【學(xué)位授予單位】:華中師范大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2017
【分類號(hào)】:B842
【參考文獻(xiàn)】
相關(guān)期刊論文 前9條
1 王福興;侯秀娟;段朝輝;劉華山;李卉;;中國象棋經(jīng)驗(yàn)棋手與新手的知覺差異:來自眼動(dòng)的證據(jù)[J];心理學(xué)報(bào);2016年05期
2 李莎;栗覓;呂勝富;付冰冰;豐雷;王剛;鐘寧;;視覺搜索范式下抑郁癥患者的負(fù)性注意偏向[J];中國心理衛(wèi)生雜志;2016年03期
3 任延濤;孟凡騫;;眼動(dòng)指標(biāo)的認(rèn)知含義與測謊價(jià)值[J];心理技術(shù)與應(yīng)用;2015年07期
4 閆國利;熊建萍;臧傳麗;余莉莉;崔磊;白學(xué)軍;;閱讀研究中的主要眼動(dòng)指標(biāo)評(píng)述[J];心理科學(xué)進(jìn)展;2013年04期
5 尉瑋;王建平;梁媛;劉丹陽;;瘦身廣告對(duì)身體意象失調(diào)女性注意偏向的影響[J];中國臨床心理學(xué)雜志;2012年04期
6 曹漱芹;方俊明;;自閉癥兒童漢語詞匯語義加工和圖片語義加工的實(shí)驗(yàn)研究[J];中國特殊教育;2010年10期
7 柳春香;黃希庭;;特質(zhì)焦慮大學(xué)生注意偏向的實(shí)驗(yàn)研究[J];心理科學(xué);2008年06期
8 李婧潔;張衛(wèi);甄霜菊;梁娟;章聰;;暴力電腦游戲?qū)(gè)體攻擊性的影響[J];心理發(fā)展與教育;2008年02期
9 崔麗娟;胡海龍;吳明證;解春玲;;網(wǎng)絡(luò)游戲成癮者的內(nèi)隱攻擊性研究[J];心理科學(xué);2006年03期
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本文編號(hào):2233076
本文鏈接:http://www.sikaile.net/shekelunwen/xinlixingwei/2233076.html
[Abstract]:At this stage, women play an increasingly important role in the game market. However, as more and more women enter the field, little has been done to see if these games have any impact on women. In addition, studies on the impact of mass media on women's bodies are mostly focused on magazines, television, social media, but not on the effects of game communication. Therefore, combining the above two points, this study from the word and picture two semantic systems to explore whether the female gamer-oriented game of change will make the player more attention to body material bias. In experiment 1, the classical point detection paradigm is used in combination with eye movement observation. The keystroke responses of 28 girls who did not play the game and 25 women who played the game for 20 minutes were tested and their eye movement indexes were measured by eye movement meter. Through the analysis of experimental data, it was found that the keystroke reaction of point detection paradigm could not infer that the participants who played the game had an attentional bias towards body words. Therefore, four eye movement indexes, such as the fixation time of the region of interest, the percentage of the fixation time in the region of interest, the number of fixation in the region of interest and the percentage of the fixation in the region of interest, were analyzed intuitively. The results showed that the participants who had played the game of changing clothes paid more attention to status-related words than non-stature words, and those who had not played the game showed no such difference. Thus the hypothesis of the experiment is verified intuitively. The second experiment was to analyze the image system, another channel in the semantic processing of the brain, pairing the body images of PS with neutral stimuli, and using the probe paradigm of point detection combined with eye movement observation. The keystroke responses of 26 girls who had not played the game and 25 women who had played the game for 20 minutes were tested and their eye movement indexes were observed. The results show that the experimental hypothesis is not verified when the point detection paradigm is keystroke response as in experiment 1. Then the visual eye movement index was used to verify the results. The results showed that the percentage of fixation time in the area of interest, the number of fixation in the area of interest and the percentage of fixation in the area of interest were significantly biased in the subjects who had played the game. The hypothesis of experiment 2 is verified. Through the visual eye movement data, the two experiments show that the game will have an impact on the two semantic systems of the player. Confirmed that the game will allow players to the body of the excitement of attention bias. On the other hand, the limitation of speculated data of point detection paradigm is confirmed, and the effect of using eye movement instrument to directly detect eye movement, attention and other factors is advocated.
【學(xué)位授予單位】:華中師范大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2017
【分類號(hào)】:B842
【參考文獻(xiàn)】
相關(guān)期刊論文 前9條
1 王福興;侯秀娟;段朝輝;劉華山;李卉;;中國象棋經(jīng)驗(yàn)棋手與新手的知覺差異:來自眼動(dòng)的證據(jù)[J];心理學(xué)報(bào);2016年05期
2 李莎;栗覓;呂勝富;付冰冰;豐雷;王剛;鐘寧;;視覺搜索范式下抑郁癥患者的負(fù)性注意偏向[J];中國心理衛(wèi)生雜志;2016年03期
3 任延濤;孟凡騫;;眼動(dòng)指標(biāo)的認(rèn)知含義與測謊價(jià)值[J];心理技術(shù)與應(yīng)用;2015年07期
4 閆國利;熊建萍;臧傳麗;余莉莉;崔磊;白學(xué)軍;;閱讀研究中的主要眼動(dòng)指標(biāo)評(píng)述[J];心理科學(xué)進(jìn)展;2013年04期
5 尉瑋;王建平;梁媛;劉丹陽;;瘦身廣告對(duì)身體意象失調(diào)女性注意偏向的影響[J];中國臨床心理學(xué)雜志;2012年04期
6 曹漱芹;方俊明;;自閉癥兒童漢語詞匯語義加工和圖片語義加工的實(shí)驗(yàn)研究[J];中國特殊教育;2010年10期
7 柳春香;黃希庭;;特質(zhì)焦慮大學(xué)生注意偏向的實(shí)驗(yàn)研究[J];心理科學(xué);2008年06期
8 李婧潔;張衛(wèi);甄霜菊;梁娟;章聰;;暴力電腦游戲?qū)(gè)體攻擊性的影響[J];心理發(fā)展與教育;2008年02期
9 崔麗娟;胡海龍;吳明證;解春玲;;網(wǎng)絡(luò)游戲成癮者的內(nèi)隱攻擊性研究[J];心理科學(xué);2006年03期
,本文編號(hào):2233076
本文鏈接:http://www.sikaile.net/shekelunwen/xinlixingwei/2233076.html