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Reporter: Lin, Yun-fei 698620118

THE MEDIATIONAL ROLE OF IDENTIFICATION IN THE RELATIONSHIP BETWEEN EXPERIENCE MODE AND SELF-EFFICACY: ENACTIVE ROLE-PLAYING VERSUS PASSIVE OBSERVATION. Reporter: Lin, Yun-fei 698620118. ABSTRACT.

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Reporter: Lin, Yun-fei 698620118

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  1. THE MEDIATIONAL ROLE OF IDENTIFICATION IN THE RELATIONSHIPBETWEEN EXPERIENCE MODE AND SELF-EFFICACY:ENACTIVE ROLE-PLAYING VERSUS PASSIVE OBSERVATION Reporter:Lin, Yun-fei698620118

  2. ABSTRACT • 本研究以SCT(Social Cognitive Theory) 為基礎,對受試者進行實驗設計,瞭解到因「玩遊戲」與「旁觀」兩者得到的不同經驗模式--實體經驗(enactive experience)與旁觀經驗(observational experience)--對self-efficacy的影響亦有所不同。 • 此實驗證明:對遊戲的認識(identification),對經驗模式(experience mode)與self-efficacy的關聯有部分中介效果。

  3. INTRODUCTION • 由於遊戲對參與者有相當特殊的經驗影響,但其影響模式卻未有充分研究;故本研究以SCT為基礎,欲探討經驗模式與self-efficacy的關聯。本研究目的有二: • 瞭解a role-playing game在增加個人self-efficacy的效果,是否高於其他經驗模式(如旁觀)? • 其中,加入角色扮演遊戲(RPG),為本實驗之「實體經驗取得」模式;而旁觀則為「旁觀經驗取得」模式。 • 以上述目標為基礎,要解釋「經驗取得模式要如何影響self-efficacy的提升」。 • 而SCT則為衡量「Game playing」所帶來的實體經驗中介(mediated enactive experience)、及「Watching game play」帶來的旁觀經驗中介(mediated observational experience)的理論基礎。

  4. LITERATURE REVIEW:SELF-EFFICACY, ENACTIVE EXPERIENCE, AND OBSERVATIONAL EXPERIENCE • 根據SCT,self-efficacy是成就感和動力的基礎;而其常見的來源有二: • Enactive experience • a direct learning experience in which one actually acts out and participates in an activity within a real physical environment. • Observational experience • a vicarious learning experience in which one is only an observer.

  5. LITERATURE REVIEW:MEDIATED ENACTIVE EXPERIENCE IN GAMING • 根據Bandura A (1997),實體經驗對self-efficacy的影響將大於旁觀經驗。 • 而當遊戲者進行角色扮演遊戲時,會透過其角色而有行為控制甚至社交活動,以及對該「世界」的經驗學習;故RPG的參與經驗 (Playing),可在本實驗中做為實體經驗取得的操作因子。 HYPOTHESIS 1 People who have a mediated enactive experienceafforded by game playingwill have greater self-efficacy thanpeople who have an observational experience of watchinggame playing.

  6. LITERATURE REVIEW:IDENTIFICATION AS MEDIATOR • 根據Cohen J (2001),角色扮演中對角色的認同感,會使操作者產生角色置換的心理作用。 HYPOTHESIS 2 People who have a mediatedenactive experience afforded by game playingwill identifywith the game character more than people who have anobservational experience of watching game playing. HYPOTHESIS 3 Identification is the mediator for the relationship between experience mode and self-efficacy.

  7. 研究構面 Experience mode Enactive experience Observational experience H1 Self-efficacy H2 H3 H3 Identification (Mediated)

  8. METHOD • 62位女學生與18位男學生自願參與實驗。 • 由受試者中隨機選取進入遊戲組與旁觀組。 • 本研究以經確定可增加self-efficacy的「healthy diet promotion game」為實驗遊戲,藉由遊戲者在其中選取的「餐飲習慣」,判定其是否為「健康飲食」,以衡量遊戲角色的成功或失敗。 • 在為期三周、平均每組四十分鐘的實驗後,研究者根據其前期研究之「self-efficacy-healthy diet」量表(14items),以及修正自Cohen的identification量表(11items),由兩組實驗者進行填答。 • 而遊戲組與旁觀組,則以0與1編號,進行類別辨識。

  9. RESULTS • 本研究以迴歸分析來驗證所有假設。 • 由於三項迴歸式,其自變數對應變數都有顯著解釋力,故三項假設皆成立。

  10. DISCUSSION AND CONCLUSION • 本研究證實,經驗取得的模式,在比較媒介影響時,是相當重要的因素。 • 譬如在電視時代,人們對經驗的取得(廣告推廣)僅限於「觀察」,但在網路、數位時代,人們有更多的工具可以取得實體經驗;而這對promotion是相當重要的思考範疇。 • 除此之外,本研究證實人們對角色的「認同」對self-efficacy之影響,具有強烈的中介效果;故如何增強受操作者的認同程度,也是重要的考慮因素。

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