Matching Items (50)
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Description
The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of

The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of this study was to investigate the relationships between gameplay enjoyment and the individual characteristics of gaming goal orientations, game usage, and gender. A total of 301 participants were surveyed and the data were analyzed using Structural Equation Modeling (SEM). This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game features, an overarching Enjoyment factor, and 9 specific components, including Challenge, Companionship, Discovery, Fantasy, Fidelity, Identity, Multiplayer, Recognition, and Strategy. Furthermore, the 3x2 educational goal orientation framework was successfully applied to a gaming context. The resulting 3x2 Gaming Goal Orientations (GGO) model consists of 18 statements that describe players' motivations for gaming, which are distributed across the six dimensions of Task-Approach, Task-Avoidance, Self-Approach, Self-Avoidance, Other-Approach, and Other-Avoidance. Lastly, players' individual characteristics were used to predict gameplay enjoyment, which resulted in the formation of the GEM-Individual Characteristics (GEM-IC) model. In GEM-IC, the six GGO dimensions were the strongest predictors. Meanwhile, game usage variables like multiplayer, genre, and platform preference, were minimal to moderate predictors. Although commonly appearing in games research, gender and game time commitment variables failed to predict enjoyment. The results of this study enable important work to be conducted involving game experiences and player characteristics. After several empirical iterations, GEM is considered suitable to employ as a research and design tool. In addition, GGO should be useful to researchers interested in how player motivations relate to gameplay experiences. Moreover, GEM-IC points to several variables that may prove useful in future research. Accordingly, it is posited that researchers will derive more meaningful insights on games and players by investigating detailed, context-specific characteristics as compared to general, demographic ones. Ultimately, it is believed that GEM, GGO, and GEM-IC will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.
ContributorsQuick, John (Author) / Atkinson, Robert (Thesis advisor) / McNamara, Danielle (Committee member) / Nelson, Brian (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Do good readers embody more or less? The current investigation examined embodiment effects as a function of individual reading skill in the context of two cognitive theories of reading comprehension. The Construction-Integration model predicts that sensorimotor activity during reading will correlate negatively with reading skill, because good readers focus on

Do good readers embody more or less? The current investigation examined embodiment effects as a function of individual reading skill in the context of two cognitive theories of reading comprehension. The Construction-Integration model predicts that sensorimotor activity during reading will correlate negatively with reading skill, because good readers focus on relations among abstract ideas derived from the text. Supposedly those abstract ideas have little or no sensorimotor content, hence any sensorimotor activity while reading is wasted effort. In contrast, the simulation theory predicts that sensorimotor activity will correlate positively with reading skill, because good readers create a simulation of what is happening within the text to comprehend it. The simulation is based in neural and bodily systems of action, perception, and emotion. These opposing predictions were tested using the reading-by-rotation paradigm to measure embodiment effects. Those effects were then correlated with reading skill measured using the Gates-McGinite standardized reading test. Analyses revealed an unexpected interaction between condition and congruency, and a negative relationship between embodiment and reading skill. Several caveats to the results are discussed.
ContributorsRakestraw, Hannah Marie (Author) / Glenberg, Arthur (Thesis director) / McNamara, Danielle (Committee member) / Van Gelderen, Elly (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor)
Created2013-12
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Description
The influence that agent-student interaction has on learning can have significant outcomes in an ITS. Agent-human relationships within ITSs possess elements modeled by teacher-student relationships in the classroom. As a result, student perceptions of pedagogical agents can affect learning outcomes. An efficient environment can depend upon the intention for which

The influence that agent-student interaction has on learning can have significant outcomes in an ITS. Agent-human relationships within ITSs possess elements modeled by teacher-student relationships in the classroom. As a result, student perceptions of pedagogical agents can affect learning outcomes. An efficient environment can depend upon the intention for which the virtual agent is designed. As researchers gain more knowledge on the effect that characteristics outside of language have on learning, agent pedagogies can begin to be developed and perfected. In this research, we investigate the role that the pedagogical agent's gender has in the learning process. Specifically, we examine whether gender of agent interacts with gender of student to influence variables related to affect and motivation in ITSs
ContributorsStone, Melissa Linn (Author) / McNamara, Danielle (Thesis director) / Snow, Erica (Committee member) / Barrett, The Honors College (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description

Critical flicker fusion thresholds (CFFTs) describe when quick amplitude modulations of a light source become undetectable as the frequency of the modulation increases and are thought to underlie a number of visual processing skills, including reading. Here, we compare the impact of two vision-training approaches, one involving contrast sensitivity training

Critical flicker fusion thresholds (CFFTs) describe when quick amplitude modulations of a light source become undetectable as the frequency of the modulation increases and are thought to underlie a number of visual processing skills, including reading. Here, we compare the impact of two vision-training approaches, one involving contrast sensitivity training and the other directional dot-motion training, compared to an active control group trained on Sudoku. The three training paradigms were compared on their effectiveness for altering CFFT. Directional dot-motion and contrast sensitivity training resulted in significant improvement in CFFT, while the Sudoku group did not yield significant improvement. This finding indicates that dot-motion and contrast sensitivity training similarly transfer to effect changes in CFFT. The results, combined with prior research linking CFFT to high-order cognitive processes such as reading ability, and studies showing positive impact of both dot-motion and contrast sensitivity training in reading, provide a possible mechanistic link of how these different training approaches impact reading abilities.

ContributorsZhou, Tianyou (Author) / Nanez, Jose (Author) / Zimmerman, Daniel (Author) / Holloway, Steven (Author) / Seitz, Aaron (Author) / New College of Interdisciplinary Arts and Sciences (Contributor)
Created2016-10-26
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Description

Although autism spectrum disorder (ASD) is a serious lifelong condition, its underlying neural mechanism remains unclear. Recently, neuroimaging-based classifiers for ASD and typically developed (TD) individuals were developed to identify the abnormality of functional connections (FCs). Due to over-fitting and interferential effects of varying measurement conditions and demographic distributions, no

Although autism spectrum disorder (ASD) is a serious lifelong condition, its underlying neural mechanism remains unclear. Recently, neuroimaging-based classifiers for ASD and typically developed (TD) individuals were developed to identify the abnormality of functional connections (FCs). Due to over-fitting and interferential effects of varying measurement conditions and demographic distributions, no classifiers have been strictly validated for independent cohorts. Here we overcome these difficulties by developing a novel machine-learning algorithm that identifies a small number of FCs that separates ASD versus TD. The classifier achieves high accuracy for a Japanese discovery cohort and demonstrates a remarkable degree of generalization for two independent validation cohorts in the USA and Japan. The developed ASD classifier does not distinguish individuals with major depressive disorder and attention-deficit hyperactivity disorder from their controls but moderately distinguishes patients with schizophrenia from their controls. The results leave open the viable possibility of exploring neuroimaging-based dimensions quantifying the multiple-disorder spectrum.

ContributorsYahata, Noriaki (Author) / Morimoto, Jun (Author) / Hashimoto, Ryuichiro (Author) / Lisi, Giuseppe (Author) / Shibata, Kazuhisa (Author) / Kawakubo, Yuki (Author) / Kuwabara, Hitoshi (Author) / Kuroda, Miho (Author) / Yamada, Takashi (Author) / Megumi, Fukuda (Author) / Imamizu, Hiroshi (Author) / Nanez, Jose (Author) / Takahashi, Hidehiko (Author) / Okamoto, Yasumasa (Author) / Kasai, Kiyoto (Author) / Kato, Nobumasa (Author) / Sasaki, Yuka (Author) / Watanabe, Takeo (Author) / Kawato, Mitsuo (Author) / New College of Interdisciplinary Arts and Sciences (Contributor)
Created2016-04-14
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Description
The purposes of the study are to: 1) investigate how students' motivation towards reading is related to their reading comprehension skills, and 2) assess the impact of using an Intelligent Tutoring System to improve comprehension. Interactive Strategy Training for Active Reading and Thinking-3 (iSTART-3) is a game-based tutoring system designed

The purposes of the study are to: 1) investigate how students' motivation towards reading is related to their reading comprehension skills, and 2) assess the impact of using an Intelligent Tutoring System to improve comprehension. Interactive Strategy Training for Active Reading and Thinking-3 (iSTART-3) is a game-based tutoring system designed to improve students' reading comprehension skills. The current study was conducted in South Africa with 8th and 9th graders between the ages of 14 and 18. These students are multilingual and they learn English as a First Additional Language (English-FAL). Firstly, we predict that students who are highly motivated to read will have high comprehension scores than those who are slightly or not at all motivated to read. Secondly, we predict that the use of iSTART-3 will improve students' reading comprehension, regardless of their level of reading motivation, with better results for those who are more motivated to read. Counter to our predictions, the results did not reveal a relation between reading motivation and reading comprehension. Furthermore, an effect of iSTART-3 on reading comprehension was not found. These results were likely influenced by the small sample size and the length of the intervention.
ContributorsSeerane, Thato (Author) / McNamara, Danielle (Thesis director) / Glenberg, Arthur (Committee member) / Lynch, Christa (Committee member) / Department of Psychology (Contributor) / School of Social and Behavioral Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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In this paper, I will look at recent game studies in three (3) large categories: (1) how games can be used for educational instruction, (2) how games impact players' social skills and behavioral choices, and (3) how games function as a method for satisfying human needs of play and entertainment.

In this paper, I will look at recent game studies in three (3) large categories: (1) how games can be used for educational instruction, (2) how games impact players' social skills and behavioral choices, and (3) how games function as a method for satisfying human needs of play and entertainment. Within each category, several studies will be summarized. I have chosen these three (3) categories in particular because they are the ones I am most interested in and will afford to me the background research with which to define my own path of research and game design.
ContributorsSomers, Michael John (Author) / Devine, Theresa (Thesis director) / McNamara, Danielle (Committee member) / School of Humanities, Arts, and Cultural Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Historically, Supreme Court interpretations of the Constitution of the United States have been significantly important, impacting the lives of every American. This honors thesis seeks to understand the ways in which the Constitution has been interpreted through the lens of political ideology. Using constitutional theory, I explain how the political

Historically, Supreme Court interpretations of the Constitution of the United States have been significantly important, impacting the lives of every American. This honors thesis seeks to understand the ways in which the Constitution has been interpreted through the lens of political ideology. Using constitutional theory, I explain how the political ideologies of classical liberalism, conservatism, libertarianism, and progressive liberalism have played a role in the interpretations of the First, Second, and Fourth Amendments. I also examine how these ideological interpretations have changed from 1776 to 2017, dividing the history of the United States into four eras: the Founding Era, the Civil War Era, the New Deal Era, and the Modern Era. First, the First Amendment's clauses on religion are examined, where I focus on the separation between church and state as well as the concepts of "establishment" and "free exercise." The First Amendment transitions from classically liberal, to conservative, to progressively liberal and classically liberal, to progressively liberal and libertarian. Next, we look at the Second Amendment's notions of a "militia" and the "right to keep and bear arms." The Second Amendment's interpretations begin classically liberal, then change to classically liberal and progressively liberal, to progressively liberal, to conservative. Finally, the analysis on the Fourth Amendment's "unreasonable searches and seizures" as well as "warrants" lends evidence to ideological interpretations. The Fourth Amendment, like the other two, starts classically liberal for two eras, then becomes libertarian, and finally ends libertarian and conservative. The implications of each of these conclusions are then discussed, with emphasis on public opinion in society during the era in question, the ways in which the ideologies in each era seem to build upon one another, the ideologies of the justices who wrote the opinions, and the ideology of the court.
Created2017-12
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Description
Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their

Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their socialization as well as other factors such as reading habits or academic achievement. Seventh and eighth grade students (n = 719) completed a survey that captured information about their technology use, their academic habits and performance, and extracurricular involvement. It was hypothesized that those involved in more extracurricular activities would use the internet more socially and that internet use would be negatively correlated to both academic performance and recreational reading. Responses indicated that a majority of students have access to technology (e.g. internet, computers, television, gaming consoles, and tablets) in their homes. Social media use differed drastically between platforms. Analyses indicated a relation between amount of extracurricular activities on social television watching and social internet use, but not on social gaming. A significant negative correlation was found between recreational reading and time spent socializing online, but there was no significant effect of these factors on academic performance. Thus, hypotheses were partially supported by the relation between amount of extracurriculars and social internet use and the negative correlation between time spent socializing online and recreational reading.
ContributorsHorner, Kate Elizabeth (Author) / McNamara, Danielle (Thesis director) / McCarthy, Kathryn (Committee member) / Davis, Mary (Committee member) / Division of Teacher Preparation (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
Description

Misconceptions about mental health can have negative effects on therapy, education, and social interactions. Misconceptions about mental health can be formed through misinformation being spread online from a variety of sources. The current study manipulates and examines the effects of social media users’ justification for knowing on participants’ perceived credibility

Misconceptions about mental health can have negative effects on therapy, education, and social interactions. Misconceptions about mental health can be formed through misinformation being spread online from a variety of sources. The current study manipulates and examines the effects of social media users’ justification for knowing on participants’ perceived credibility and knowledge revision. Justification for evidence was manipulated within subjects. There were 3 types of justifications: personal experience, professional experience, or no justification. To test the effects of evidence justification, we used two dependent variables: perceived credibility and knowledge revision. MTurk participants (n = 111) completed pretest assessments regarding mental health and general science knowledge. They then read 11 experimenter-derived Twitter threads, each containing a misconception, two tweets with a refutation, and a statement of justification for the refutation. After each Twitter thread, participants were asked to rate the perceived credibility of the refutation texts. Participants were later given a posttest to measure knowledge revision as well as a series of questions that measured epistemic belief systems. We hypothesized that participants would be more likely to revise their misconceptions when the justification was personal expertise compared to when the justification was professional expertise or no justification is given. The findings did not support these hypotheses, instead indicating that the highest perceived credibility rankings came from professional expertise while knowledge revision occurred in all conditions.

ContributorsHsu, Claire (Author) / McNamara, Danielle (Thesis director) / Doane, Leah (Committee member) / Gewirtz, Abigail (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2022-12