Araştırma Çıktıları | WoS | Scopus | TR-Dizin | PubMed
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Publication Metadata only Psychological and Behavioral Effects of League of Legends Rank System for Italian Competitive Players(SPRINGER INTERNATIONAL PUBLISHING AG, 2024) Gursesli, Mustafa Can; Masti, Federica; Duradoni, Mirko; Bostan, Barbaros; Sungu, Ertugrul; Zilbeyaz, Pervin Cagla; Guazzini, Andrea; Costa, LV; Zagalo, N; Veloso, AI; Clua, E; Arnab, S; Vairinhos, M; Gomes, D; University of Florence; University of Florence; Bahcesehir University; Okan University; University of FlorenceThis study presents the relationships between levels of toxicity, validation-seeking behavior, emotional affectivity, and desire to quit at higher ranks in the popular multiplayer online battle arena (MOBA) game, namely League of Legends. Analysis of data collected from Italian participants (N= 370) supports positive correlations between rank and toxicity, rank and validation-seeking behavior, and rank and positive emotion affectivity. In addition, higher ranks are associated with a reduced desire to quit the game caused by toxic behavior. These findings underline the importance of supporting positive interactions between players and intervention programmes to tackle toxic behavior in competitive gaming environments.Publication Metadata only Comparing Performance and Experience in VR vs. Real-World Through a Puzzle Game(SPRINGER INTERNATIONAL PUBLISHING AG, 2024) Choueib, Ahmed; Berkman, Mehmet Ilker; Costa, LV; Zagalo, N; Veloso, AI; Clua, E; Arnab, S; Vairinhos, M; Gomes, D; Bahcesehir UniversityThe study aims to explore the VR gaming experience in comparison to real-world gameplay. User performance and experience is compared in an HMD VR puzzle game and its real-world toy replica, with 28 participants in a within-subjects experimental design. Mean comparisons on task time and success rate do not have a significant difference, as well as the subjective task load and task performance obtained through NASA-TLX. The subjective game user experience measures also did not reveal any significant difference between the toy and VR gameplay, except the Enjoyment measures viaGameUser Experience Satisfaction Scale. Findings suggest that the VR gaming experiences can replace with the real-world gameplay, within the context of a cognitive tasks in a limited representation of spatial surrounding. The interactions with the nearby objects in an HMD-based virtual environment and real-world lead to very similar measurements of user performance and experience.
