Tesi Sui Giochi Di Ruolo In Adolescenza
Qualcuno può aiutarmi? Devo fare una tesina per il primo anno della scuola di specializzazione in psicoterapia e mi piacerebbe poter trattare l'argomento dei giochi di ruolo in adolescenza...
Qualcuno sa consigliarmi della bibliografia su questo argomento?
Grazie in anticipo a tutti!!!!!!!!!!!!
Riferimento: Tesi Sui Giochi Di Ruolo In Adolescenza
Gender Swapping and Socializing in Cyberspace: An Exploratory Study. By: Hussain, Zaheer; Griffiths, Mark D.. CyberPsychology & Behavior, Feb2008, Vol. 11 Issue 1, p47-53, 7p Abstract: Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. Given the relative lack of research in the area, the main aims of the study were to examine (a) the impact of online gaming (e.g., typical playing behavior) in the lives of online gamers, (b) the effect of online socializing in the lives of gamers, and (c) why people engage in gender swapping. A self-selecting sample of 119 online gamers ranging from 18 to 69 years of age ( M = 28.5 years) completed a questionnaire. The results showed that just over one in five gamers (21%) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they found it easier to converse online than offline. It was also found that 57% of gamers had engaged in gender swapping, and it is suggested that the online female persona has a number of positive social attributes in a male-oriented environment. [ABSTRACT FROM AUTHOR] DOI: 10.1089/cpb.2007.0020 (AN 29959758)
Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play. By: Smyth, Joshua M.. CyberPsychology & Behavior, Oct2007, Vol. 10 Issue 5, p717-721, 5p, 1 chart Abstract: There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in “real-life” socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use. [ABSTRACT FROM AUTHOR] DOI: 10.1089/cpb.2007.9963 (AN 27010440)
Social Interactions in Massively Multiplayer Online Role-Playing Gamers. By: Cole, Helena; Griffiths, Mark D.. CyberPsychology & Behavior, Aug2007, Vol. 10 Issue 4, p575-583, 9p, 5 charts, 1 graph Abstract: To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced. [ABSTRACT FROM AUTHOR] DOI: 10.1089/cpb.2007.9988 (AN 26271118)
Collaborate and Share: An Experimental Study of the Effects of Task and Reward Interdependencies in Online Games. By: Choi, Boreum; Lee, Inseong; Choi, Dongseong; Kim, Jinwoo. CyberPsychology & Behavior, Aug2007, Vol. 10 Issue 4, p591-595, 5p Abstract: Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained. [ABSTRACT FROM AUTHOR] DOI: 10.1089/cpb.2007.9985 (AN 26271125)
Factors Influencing Player Preferences for Heroic Roles in Role-Playing Games. By: Hsu, Shang Hwa; Kao, Ching-Han; Wu, Muh-Cherng. CyberPsychology & Behavior, Apr2007, Vol. 10 Issue 2, p293-295, 3p, 1 chart Abstract: Two studies were conducted to investigate whether player personality or social cognition influence preferences for heroic roles in role-playing games (RPG). In Study 1, 149 teenager subjects were categorized into five groups according to the Guilford Personality Inventory. Heroes were clustered into three types based on their attributes. The analysis of variance (ANOVA) results indicated that each personality group did not display distinctive preference for any particular heroic type. However, of the three heroic types teenagers most strongly preferred, Justice Warrior was followed, in order of preference, by Visionary Leader and Saint. In Study 2, the influence of three player social cognition factors (similarity, proximity, and familiarity) on player preference for heroic roles was studied. Multiple regression analysis results indicated that similarity and familiarity predicted player preferences for heroic roles. [ABSTRACT FROM AUTHOR] DOI: 10.1089/cpb.2006.9955 (AN 25963267)
The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments. By: Yee, Nick; Bailenson, Jeremy N.; Urbanek, Mark; Chang, Francis; Merget, Dan. CyberPsychology & Behavior, Feb2007, Vol. 10 Issue 1, p115-121, 7p, 1 chart, 1 diagram Abstract: Every day, millions of users interact in real-time via avatars in online environments, such as massively-multiplayer online role-playing games (MMORPGs). These online environments could potentially be unique research platforms for the social sciences and clinical therapy, but it is crucial to first establish that social behavior and norms in virtual environments are comparable to those in the physical world. In an observational study of Second Life, a virtual community, we collected data from avatars in order to explore whether social norms of gender, interpersonal distance (IPD), and eye gaze transfer into virtual environments even though the modality of movement is entirely different (i.e., via keyboard and mouse as opposed to eyes and legs). Our results showed that established findings of IPD and eye gaze transfer into virtual environments: (1) male-male dyads have larger IPDs than female-female dyads, (2) male-male dyads maintain less eye contact than female-female dyads, and (3) decreases in IPD are compensated with gaze avoidance as predicted by the Equilibrium Theory. We discuss implications for users of online games as well as for social scientists who seek to conduct research in virtual environments. [ABSTRACT FROM AUTHOR] DOI: 10.1089/cpb.2006.9984 (AN 24075382)
The personality of fantasy game players. By: Douse, Neil A.; McManus, I. C.. British Journal of Psychology, Nov93, Vol. 84 Issue 4, p505, 5p, 1 chart; Abstract: Reports on a study conducted to determine the personality of fantasy game players. Fantasy-Role Playing Games (FRPGs); Subjects, procedure, and materials; Results; Discussion. (AN 9408020600)
Riferimento: Tesi Sui Giochi Di Ruolo In Adolescenza