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The Designing And Preliminary Application Of The Behavior Preference In Network Game Questionnaire

Posted on:2009-11-04Degree:MasterType:Thesis
Country:ChinaCandidate:G L ZhangFull Text:PDF
GTID:2155360245477234Subject:Applied Psychology
Abstract/Summary:PDF Full Text Request
Network Game-behaviors preference is a kind of relatively stable attitude and behavior that is caused by people's different motivations. The game behavior preference can be predicted by using some functions of network games. This article is mainly composed of three parts.In the first part, on the basis of open-ended surveys and theoretical analysis, the author develops a questionnaire aiming to investigate network game-behaviors preferences of players, and makes a social-demological analysis of it. 422 players are tested by the questionnaire of game-behavior preference. The results turn out that: (1) It has high reliability and validity, the two dimensions were devotion and aggression, which divided players into four typing, that is achievement, killer, catharsis and relaxing. (2) The scores of aggression and devotion were positively related with Internet addiction. (3)All scores in these factors excluding attitude of aggression were significantly higher for addictive players. (4) All scores in Internet addiction of four typing players excluding achievement and killer were significant difference. (5)As to the energy of devotion, age and playtime, the male players higher than female. (6) Significant positive correlations are found between playtime and energy of devotion. Significant negative correlations are found between age and behavior of aggression, so as to age and emotion of devotion. (7) There is significant difference of playtime and internet's years for achievement and killer.The second part mainly concerns the experimental research on the relationship between network game-behaviors preference and general circs. The results are as follows: (1) There is no significant difference of nurture's mode, earning, location of game, source of information, activity of game and production for four typing players. (2) There is significant difference of family members, aim of game, time of game, reason of out and source of charge for four typing players.The third part mainly concerns the experimental research on the relationship between network game-behaviors preference and trait of personality. The results are as follows: (1) All scores in factors of preference questionnaire excluding emotion of aggression were significant correlations with all dimension of EPQ. (2)In all trait of personality, there is significant difference between killer and relaxing. The score also indicates that there is no significant difference between catharsis and relaxing. (3) Sanguineous players grade lowest scores in energy and emotion of devotion. Bilious players grade highest scores in behavior of aggression, and players of viscousness grade highest scores in attitude of aggression.
Keywords/Search Tags:behavior of preference, Internet addiction, network game, trait of personality, aggression, devotion
PDF Full Text Request
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