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1、3500 英文單詞, 英文單詞,1.8 萬英文字符,中文 萬英文字符,中文 5850 字文獻(xiàn)出處: 文獻(xiàn)出處:Marton?ik, Marcel. e-Sports: Playing just for fun or playing to satisfy life goals?[J]. Computers in Human Behavior, 2015, 48:208-211.e-Sports: Playing just for fun
2、or playing to satisfy life goals?Marcel MartoncˇikAbstract Purpose: e-Sports is an area of the game scene, in which computer game players specialize in a specific game, form game teams (clans), compete together in tourn
3、aments and meet at so-called LAN (Local Area Network) parties. The objective of this study was to compare the different types of e-Sports players from the perspective of their personality traits and explicit motives and
4、to compare e-Sports players with casual players in selected life goals.Methods: A questionnaire assessing life goals (Pöhlmann Progaming; LAN party;Computer game1. IntroductionPlaying computer games is a very popula
5、r way of spending leisure time. The ability to play against human opponents, which is the main aspect of multiplayer computer games, contributes to its appeal. According to the sc2ranks.com website, the strategic game St
6、arCraft 2 has over 1 million players in Europe alone. The enormous increase in the number of players has led to the acceptance of computer game playing as a mainstream activity (Williams, Yee, I do not know; I disagree
7、). In this study only the dimensions of dominance (a = 0.721) and extraversion (a = 0.752) were evaluated. Dominance is characterized by imperiousness, self-assurance, independence, authoritativeness and aggression. Extr
8、aversion is characterized by cooperation, gregariousness, openness, sociability and communicability.The questionnaire GOALS assesses general, long-term life goals (Pöhlmann & Brunstein, 1997). Respondents are pr
9、esented with 24 goals pertaining to six major life domains: intimacy, affiliation, altruism, power, achievement, and diversion. For each goal, three attributes are rated: importance, attainability, and degree of success
10、at attainment. Each of these goals’ attributes is rated on a 5-point scale ranging from 1 (not important) to 5 (very important). In this study, only the attribute of importance (which goals are desirable and valuable for
11、 the person and indicate the strength of his/her commitment to a goal) for the life goals of intimacy (a = 0.743), affiliation (a = 0.805), power (a = 0.760), diversion (a = 0.818) and achievement (a = 0.757) was evalu
12、ated.3. ResultsA one-way between subjects ANOVA was conducted to compare the effect of the different types of players in the life goals of affiliation, achievement, dominance and power, as well as the personality trait o
13、f extraversion in clan leaders, clan members and those not members of any clan. There was no significant effect of the different types of players on affiliation (F(2, 105) = 0.387, p = 0.680), achievement (F(2, 105) = 1
14、.396, p = 0.252), dominance (F(2, 105) = 1.362, p = 0.261) or extraversion (F(2, 105) = 1.540, p = 0.219) at the p < 0.05 level for the three conditions. The results of one-way ANOVA testing differences between cl
15、an leaders, members and not members of any clan in power are presented in Table 1.There was a significant effect of the different types of players on power at the p < .05 level for the three conditions (F(2, 105) = 3
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