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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Motivations, experiences and outcomes of playing videogames

Kaye, Linda K. January 2012 (has links)
The current research examined gaming within a leisure context to examine the motivational and experiential value of the activity, to better understand the range of outcomes of playing videogames. Flow theory was used as a theoretical framework for examining positive gaming experiences, and how these were associated with gaming motivations, and potential positive psychological and affective outcomes. The research utilised a mixed-methodological approach with samples of gamers. These included focus groups, an experiment and online questionnaires. The findings showed that immersion and achievement-orientated gaming motivations predicted flow in gaming, and could also predict some dimensions of psychological well-being. Flow in gameplay interacted with increases in positive mood and activation. This suggests that the processes involved in gaming are influential to positive gaming outcomes. Specific game aspects were influential to the nature of gaming experiences, although these were largely dependent on game-type. The findings also showed that social gaming contexts were influential towards gaming experiences, and the associated affective outcomes. This suggests the dynamic nature of gaming experiences, and the importance of acknowledging the wider social contexts in which gaming occurs. Aspects of personality (i.e. trait aggression and competitiveness) influenced negative mood after gameplay, suggesting the importance of considering internal factors when examining gaming outcomes. Further, because gaming motivations, experiences and the associated effects were largely individual and game-specific, this highlights the need for future research to adopt more idiographic approaches. Based on the findings, the research presents a Process Model of Gameplay to examine the dynamic nature of gameplay processes for a range of outcomes. The current research highlights the effectiveness of considering gaming within the wider context of leisure, to identify gaming processes as a way of examining the influence of gaming motivations and experiences on positive outcomes of the activity.
2

The effect of ecstasy/polydrug use on prospective memory and executive processes

Hadjiefthyvoulou, Florentia January 2012 (has links)
The purpose of this thesis was to examine the range of prospective memory and executive function deficits in ecstasy/polydrug users and the role of these processes in accounting for the observed prospective memory performance deficits. Using a variety of laboratory and self-report measures of prospective memory and a self-report measure of executive function, ecstasy/polydrug users were tested in laboratory settings on measures of event and time-based, short and long term prospective memory as well as on a wide range of executive function components. It was found that ecstasy/polydrug users in relation to non-users experience more general prospective memory problems as ecstasy/polydrug-related deficits were evident on both time and event-based and short and long-term prospective memory. Ecstasy/polydrug users also demonstrated deficits on executive processes suggesting that recreational drug users are impaired in a broader range of executive function and ecstasy/polydrug-related deficits are not restricted to the three-model component of executive function. It was also found that executive dysfunction is associated with poorer time-based prospective memory and perhaps some of the drug related prospective memory deficits are mediated by drug related executive function impairment. Finally, although few prospective memory or executive function performance deficits were evident among cannabis-only users a trend was evident in all investigations; ecstasy/polydrug users perform the worst, cannabis-only users at intermediate levels and drug-naïve perform the best. The most striking finding of the present thesis was that the recreational use of cocaine was associated with PM deficits; an association that consistently emerged in all studies of PM performance. The outcomes of the present thesis provide a fruitful direction for future research.

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