scholarly journals The Effect of Digital Games on Behavior: Analysis of the General Learning Model

2016 ◽  
Vol 24 (1) ◽  
pp. 33-45
Author(s):  
Mauricio M. Sarmet ◽  
Ronaldo Pilati
2009 ◽  
Vol 56 (4) ◽  
pp. 1301-1308 ◽  
Author(s):  
Adam Janiak ◽  
Władysław Adam Janiak ◽  
Radosław Rudek ◽  
Agnieszka Wielgus

Author(s):  
Douglas A. Gentile ◽  
Christopher L. Groves ◽  
J. Ronald Gentile

2016 ◽  
Vol 24 (1) ◽  
pp. 17-31
Author(s):  
Mauricio M. Sarmet ◽  
Ronaldo Pilati

Author(s):  
Anders Drachen ◽  
Alessandro Canossa

User research in digital game development has in recent years begun to expand from a previous existence on the sideline of development, to a central factor in game production, in recognition that the interaction between user and game is crucial to the perceived user experience. Paralleling this development, the methods and tools available for conducting user research in the industry and academia is changing, with modern methods being adopted from Human-Computer Interaction (HCI). Ubiquitous tracking of player behavior and player-game interaction forms one of the most recent additions to the arsenal of user-research testers in game development and game research. Player behavior instrumentation data can be recorded during all phases of game development, including post-launch, and forms a means for obtaining highly detailed, non-intrusive records of how people play games. Behavioral analysis is a relatively recent adoption to game development and research. However, it is central to understanding how games are being played. In this chapter, the current state-of-the-art of behavior analysis in digital games is reviewed, and a series of case studies are presented that showcase novel approaches of behavior analysis and how this can inform game development during production. The case studies focus on the major commercial game titles Kane & Lynch: Dog Days and Fragile Alliance, both developed by IO Interactive/Square Enix Europe.


2017 ◽  
Vol 22 (3) ◽  
pp. 415-433 ◽  
Author(s):  
Nicolas Ruth

Many musicians deliver prosocial messages in their music and engage in charity events, but we know very little about how our reception of this music affects us. Following the General Learning Model by Buckley and Anderson, one possible explanation could be that the music affects us because we know about the engagement and the intentions of the musicians. In most cases this knowledge is received through media coverage. Two studies were conducted to investigate what influence media coverage about music with prosocial content has on participants’ appraisal of the music, and the effect of the music on participants. The first study ( N = 145) altered the valence of the media coverage about a semi-fictional music charity project in a 3 × 1 between-subjects design. The second study ( N = 157) used music by an unknown artist that had either prosocial or comparable neutral lyrics alongside positive or neutral media coverage about the artist in a 2 × 2 between-subjects design. Both studies tested the extent to which participants’ appraisal of the music they listened to, their empathy and associated prosocial behavior or prosocial behavioral intentions differed between experimental groups. Results of Study 1 indicate that media coverage influences our appraisal as negative media coverage of the charity project was found to negatively affect participants’ appraisal of that project and Study 2 yielded that neutral media coverage of the unknown artist led to the most positive appraisal of the artist’s music.


Author(s):  
Yang Liu

The development of information and network technologies fundamentally changes the life, learning, and mindset of students. Teaching informatization is a key content of modern education, and the main direction of teaching reform. In this context, blended learning becomes the inevitable trend of teaching form development. Currently, the teaching of management courses in China faces several problems: the lack of overall planning of teaching design and organization, the low learning interest among students, and the failure of cultivating students’ comprehensive quality. To improve the teaching effect of management courses, this paper carries out a questionnaire survey on the learning behaviors of college students and their needs for blended learning. The survey results show that: the students are not accustomed to pre-class preview and after-class review; most students have the awareness and ability to solve problems with online information; most students are willing to accept blended learning, and expect teachers to provide teaching resources in the form of videos and electronic documents. On this basis, the authors developed an evaluation index system for blended learning according to the constituent factors of this teaching model, and designed a blended learning model for management courses through learning behavior analysis. The blended learning model was divided into three phases: pre-class, in-class, and after-class, and the online/offline teaching activities of teachers and students were detailed in each phase. To verify its application effect, the blended learning model was verified through comparative analysis from two aspects: learning behavior and learning effect. The results show that blended learning model achieves better learning participation, and teaching/learning effect than traditional teaching model, and helps to enhance the knowledge and comprehensive ability of the students. The research provides a reference for further research and application of blended learning in management courses, and boasts great theoretical and practical values.


Author(s):  
Eka Nofri Ari Yanto

<p>Implementation of learning model arias in learning activities to build a sense of confidence or thurst in students. Learning activities are relevant to student that trying to attract and maintain students interest. Then, the evaluation and develop a sense of pride in students by providing reinforcement. Arias general learning model can improve students motivation. The problems  encountered during the study was some students confused with the implementation of learning. There were students who are not active and not all student motivated by bringing in speakers. The strengthen was the learning become fun, students become active, spirit, motivation and learning achievement increased.</p><p><strong><em>Keywords:</em></strong><em> Aries Learning Models, learning Motivation, Learning Achievement.</em></p>


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