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Third-person effect and gender in online gaming

机译:在线游戏中的第三人称效果和性别

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This study explores gender differences in third–person effect in the context of online games based on a survey conducted with 574 online gamers. Not only has it confirmed the existence of self–other perceptual gap regarding the effect of online games, it has also validated the gender difference in effect perception as both genders are found to perceive the opposite–gender as more susceptible to the influence of negative effects of games, and the size of this gender–based third–person effect is larger for women than for men. Perceived exposure, i.e. , the fact that men are perceived by both genders to be more frequently engaged in game playing, are found to be the best predictor of the gender–based third–person effect. The level of play, or self–report real exposure, is negatively correlated with gender–based third–person effect. Consistent with previous studies, when the gamers are asked to evaluate positive impacts of online games, a reversed first–person effect is detected. The study has offered several insights into the relative power of the different explanations of third–person effect as well as gender differences in online game consumption and effects perception.
机译:这项研究基于对574位在线游戏玩家的调查,探索了在线游戏中第三人称视角下的性别差异。它不仅证实了关于网络游戏效果的自我-其他知觉差距的存在,而且还验证了效果知觉中的性别差异,因为发现两种性别都认为相反的性别更容易受到负面影响的影响。游戏,女性对这种基于性别的第三人称影响的大小要大于男性。知觉的暴露,即,男性和女性都更频繁地参与游戏的事实,被认为是基于性别的第三人称效果的最佳预测因子。游戏水平或自我报告的真实暴露水平与基于性别的第三人称效果负相关。与以前的研究一致,当要求游戏玩家评估在线游戏的正面影响时,会发现相反的第一人称效果。该研究提供了对第三人称效果的不同解释的相对力量以及在线游戏消费和效果感知中的性别差异的一些见解。

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