硕士论文2024澳门科技大学人文艺术学院中文

硬件设备发展对电子竞技比赛公平性影响研究——以磁轴键盘在Valorant的使用为例

房昱收录于 2024-03-293 次浏览

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博士论文2024

游戏自我调节的测量及在电竞专长中的作用

自我调节是通过调节自身认知和行为来实现目标的过程。自我调节与学习、运动表现等关系密切。为了研究自我调节和电竞专长的关系。研究 1 调查 535 名大学生游戏玩家,修订中文版的游戏自我调节量表。研究 2 调查 112 名《英雄联盟》玩家的游戏自我调节和游戏排名的关系。研究 3 检验 28 名《王者荣耀》职业选手和 28 名业余玩家的游戏自我调节差异。结果发现中文版游戏自我调节量表具有较好的信度与效度;游戏自我调节可预测排名的 9.3%;电竞职业选手的游戏自我调节高于业余玩家。本研究为电竞评估和选材提供了新工具,拓展了自我调节在电竞专长中的作用。 【关键词】自我调节; 游戏玩家; 职业选手; 电子竞技; 专长中图分类号 B849; B842 Measuring Game Self-Regulation and Its Role in Esports Expertise 【Abstract】Self-regulation is the process of adjusting one's cognition and behavior to achieve goals. It is closely related to learning, sports performance, and more. Exploring the Measurement and Application of Self-regulation in the Esports Community Based on Self-regulation Theory. Study 1 surveyed 535 college student gamers and revised the Chinese version of the Game Self-Regulation Scale. Study 2 investigated the relationship between game self-regulation and ranking performance among 112 "League of Legends" gamers. Study 3 examined differences in game self-regulation between 28 professional "Honor of Kings" players and 28 amateur gamers. The results revealed that: (1) The Chinese version of the Game Self-Regulation Scale demonstrates good reliability and validity; (2) Game self-regulation can predict 9.3% of player rankings; (3) Esports professionals exhibit higher game self-regulation than amateur gamers. This study extends the application of self-regulation concepts in the field of esports, providing new tools for esports assessment and talent selection. Keywords self-regulation; gamers; professional players; esports; expertise 2 1 引言自我调节(Self-Regulation)是班杜拉的社会认知理论的核心概念之一,强调在较高的动机驱使下通过调节自己的认知和行为来实现目标(Bandura, 1991)。社会认知理论认为自我调节机制包括三个方面:对自己的动机、行为及其影响的认知和监控;从内在和外界标准评价个人行为;情感上的自我反映与调节。自我调节最初应用在教育领域,Zimmerman(Zimmerman, 1989)发现一些家庭条件较差的美籍亚裔学生是典型自我调节学习者,他们积极选择或创造学习条件,克服不利因素,善于评估和调控自己的学习行

硕士论文2024

WEAVING THE NET ACROSS THE WEB: The Magic and the Science that connect us to the world around us

This thesis aims to investigate the application of sympathetic magic in a networked society through multiple mediums. The article uses a game manual designed to illustrate the principles of this type of interaction and the implications it has on people and communities. Scientific practice is a dynamic network process formed by interconnecting and constructing heterogeneous components. At the same time, sympathetic magic, as primitive witchcraft, has enabled us to actively network with others for the first time since the very beginning of human civilization. Through discussing the approach in traditional and modern interaction mechanisms, this paper analyzes what factors and systems are at work when people are experiencing these types of interactions. Employing case studies and following the instructions of the game guide, I try to develop a mechanism for assessing the interaction behaviours of sympathetic magic on the internet to demonstrate how networks of relationships are built and deepened between people and people, people and objects, objects and objects in such a relationship nexus. Using the structure of a game's instruction manual to present the arguments and analyses, as one would prepare to play a real game, the reader will be able to follow the introduction of the rules step by step and have a better understanding of the worldview that this paper tries to portray, which is built using magic and science. Keywords: Sympathetic Magic/ Actor Network Theory/ Sociology/ Anthropological/ Network/ Ontology THESIS MAP Contents Maxine Huang SN: 22214654 Supervised by Ava Aghakouchak, Fiona Zisch 2 5 6 7 3 Block 1 * Chapter 1: * Introduction: * Methodological Issues in the Application of Sympa- thetic Magic in the Real World. * Chapter 3: Collect your Equipment 3.1: About Sympathetic Magic 3.2: Does Science Work as Well? * Chapter 2: As an Actor * 2.1: Human and Non-Humans Characters 1 4 1 2 4 35 6 7 Block 3 * Chapter 5: Kick-Start Block 5 * Conclusion Block 7 Chapt

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