Hint | Answer | % Correct |
---|---|---|
PE Classic Study (Virtual Shopping): participants were randomly assigned to one of 4 avatars, ranging in ___, to walk in a virtual bookstore | age | 100%
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PE Typical Methodology: manipulation of ___ and measurement of ___ outcomes | avatar, behavioral | 100%
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PE: ___ is either Self-Perception Theory or Automatic Priming | basis | 100%
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SC: video games can be played ___ or ___. Is playing together always better? | cooperatively, competitively | 100%
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SC Classic Study Results: cooperative gaming showed a ___ in aggressive cognition after gameplay and violent strategizing during gameplay compared to competitive gaming | decrease | 100%
|
Chocking: Posits that the presence of others would ___ all players’ performance in a ___ task | decrease, challenging | 100%
|
PE Classic Study Results: there were significant differences between the experimental groups in the ___ half of the second walk, but not for the second half, old avatar participants walked more ___ --> immersion might moderate the PE | first, slowly | 100%
|
Social Context: Specific circumstance or general environment that serves as a social ___ for individual or interpersonal ___. This context frequently influences the actions and feelings that occur within it | framework, behavior | 100%
|
Social Facilitation Theory: Posits that the mere presence of others would improve ___ players’ performance while worsening ___ players’ performance | good, bad | 100%
|
SC Chocking vs. SF: when participants played an easier game, bad players' performance ___ in the presence of others, while good players' performance ___. When playing a more ___ game, all players' performance ___ in the presense of others | increased, decreased, challenging, decreased | 100%
|
PE SPT: individuals make inferences about themselves from observations of their own ___ behaviors or ___ cues (using an attractive avatar may increase the player's confidence) | past, external | 100%
|
SC Classic Study ("Killing Spree"): participants played a first-person ___ game in of the three modes; solo, cooperative, competitive. Participants sat in the same ___ if not solo. They then filled out a ___ | shooter, room, questionnaire | 100%
|
PE Classic Study Results: participants who were assigned an elderly avatar walked more ___ | slowly | 100%
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PE Classic Study: the walking ___ were measured for the first half and the second half in each direction | speeds | 100%
|
PE Classic Study (Acting Your Avatar's Age): participants ___ from the briefing room to the test room. They were randomly assigned to an ___ or ___ avatar matching their own gender (or no avatar: control condition), they could see this avatar in the VR goggles and performed vision and attention tests in the VR before walking back | walked, old, young | 100%
|
IaF: 4) Flow: users feel complete ___ into a task (media in this case) | absorption | 0%
|
Immersion: An experience of mental ___ when engaging with media | absorption | 0%
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PU: Specific Pathological Internet Use: abuse of content-specific ___ on the Internet that exist offline as well | activities | 0%
|
PE AP: stereotype activation automatically triggers ___ cognitions and ___ behaviors (using avatar in a dark outfit may trigger evil ___, causing the player to act aggressively) | association, learned, stereotype | 0%
|
Proteus Effect: ___ influence individuals’ ___ and ___ in computer-mediated contexts, as well as in subsequent real-world contexts | Avatars, cognition, behaviour | 0%
|
IaF Limitations: Flow and immersion share similar ___, making it difficult to study them seperately | characteristics | 0%
|
PU: General Pathological Internet Use (GPIU): abuse of the Internet without a ___ | clear objective | 0%
|
IaF Types of Immersive Responses: 1) Transportation: user is ___ and ___ involved in another reality | cognitively, emotionally | 0%
|
Problematic Use: Internet Gaming Disorder (IGD): A pattern of gaming behavior characterized by impaired ___ over gaming, increasing priority given to gaming over other activities and ___ or ___ of gaming despite the occurrence of negative consequences | control, continuation, escalation | 0%
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PU: Most online games are designed to ___ players for as ___ as possible. Negative consequences of IGD include changes in ___ and ___, physical pain, poor diet, and ___ | engage, long, mood, sleep, offline social isolation | 0%
|
IaF Classic Study (From Immersion to Addiction in Video-games): 1) participants were asked to fill-out a questionnaire to measure ___ and ___ in video games. Results could not draw a ___ between the two | engagement, addiction, distinction | 0%
|
Immersion and Flow: Distancing-Embracing Model explains how humans can ___ and become immsersed in ___ fictional content. Audience knows the content is ___, which allows them to ___ themselves enough from the negative content so that they can enjoy it | enjoy, negative, fictional, distance | 0%
|
PE: players often conform to the ___ cognition and behaviors implied by their ___ | expected, avatars | 0%
|
Flow: A psychological construct or mental state where an individual is fully ___ on the activity. No cognitive ___ are left over while experiencing flow, but it is ___ and ___ | focused, resources, enjoyable, not exhausting | 0%
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IaF: It is particularly easy to experience flow with ___ media such as video games | interactive | 0%
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PU: Limitations | no consensus in definitions and diagnostig criteria | 0%
|
PU: Update to GPIU: Posits that people who prefer ___ interactions to ___ interactions are more likely to develop Problematic Internet Use | online social, F2F | 0%
|
IaF main characteristics of Flow: activity is at an ___ challenge level relative to the user's skill level, the activity requires focused ___, an individual loses ___ of time, the activity is ___ | optimal, attention, track, enjoyable | 0%
|
SC Typical Methodology: manipulate the nature of the ___ (computer vs. human, physically present vs. online), nature of the ___ (cooperative vs. competitive) | other, game | 0%
|
IaF Classic Study: 2) participants who indicated playing video games at least 3 times per week were contacted from the previous study. Participants were asked to keep a diary of ___ sessions and fill-out the ___ questionnaire after longer sessions over the course of two weeks | playing, immersion | 0%
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IaF Classic Study 2) Results: there was a ___ correlation between the engagement/addiction score and the immersion score. However, there was no correlation found between the total amount of ___ played and immersion or engagement/addiction scores | positive, time | 0%
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IaF: Typical Methodology | questionnaires | 0%
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IaF: 2) Presence: user focuses on the media and ignores ___ and other distracting cognitions | surroundings | 0%
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IaF: 3) Narrative Engagement: user focuses attention on narrative setting and loses awareness of ___ | the self | 0%
|
PE Limitations: individuals sometimes distance themselves from ___ avatar traits | undesirable | 0%
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