An Analysis of Operant Conditioning and Its Relationship with Video Game Addiction
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The Influence of Behavioural Psychology on Consumer Psychology and Marketing
This is a repository copy of The influence of behavioural psychology on consumer psychology and marketing. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/94148/ Version: Accepted Version Article: Wells, V.K. (2014) The influence of behavioural psychology on consumer psychology and marketing. Journal of Marketing Management, 30 (11-12). pp. 1119-1158. ISSN 0267-257X https://doi.org/10.1080/0267257X.2014.929161 Reuse Unless indicated otherwise, fulltext items are protected by copyright with all rights reserved. The copyright exception in section 29 of the Copyright, Designs and Patents Act 1988 allows the making of a single copy solely for the purpose of non-commercial research or private study within the limits of fair dealing. The publisher or other rights-holder may allow further reproduction and re-use of this version - refer to the White Rose Research Online record for this item. Where records identify the publisher as the copyright holder, users can verify any specific terms of use on the publisher’s website. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Behavioural psychology, marketing and consumer behaviour: A literature review and future research agenda Victoria K. Wells Durham University Business School, Durham University, UK Contact Details: Dr Victoria Wells, Senior Lecturer in Marketing, Durham University Business School, Wolfson Building, Queens Campus, University Boulevard, Thornaby, Stockton on Tees, TS17 6BH t: +44 (0) 191 3345099, e: [email protected] Biography: Victoria Wells is Senior Lecturer in Marketing at Durham University Business School and Mid-Career Fellow at the Durham Energy Institute (DEI). -
The Resurrection of Permadeath: an Analysis of the Sustainability of Permadeath Use in Video Games
The Resurrection of Permadeath: An analysis of the sustainability of Permadeath use in Video Games. Hugh Ruddy A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media 2014 Declaration I declare that the work described in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: ___________________ Hugh Ruddy 28th February 2014 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: ___________________ Hugh Ruddy 28th February 2014 Abstract The purpose of this research paper is to study the the past, present and future use of Permadeath in video games. The emergence of Permadeath games in recent months has exposed the mainstream gaming population to the concept of the permanent death of the game avatar, a notion that has been vehemently avoided by game developers in the past. The paper discusses the many incarnations of Permadeath that have been implemented since the dawn of video games, and uses examples to illustrate how gamers are crying out for games to challenge them in a unique way. The aims of this are to highlight the potential that Permadeath has in the gaming world to become a genre by itself, as well as to give insights into the ways in which gamers play Permadeath games at the present. To carry out this research, the paper examines the motivation players have to play games from a theoretical standpoint, and investigates how the possibilty of failure in video games should not be something gamers stay away from. -
Integrating Play and Family Therapies to Help Children with Anxiety
Integrating Play and Family Therapies to Help Children with Anxiety | EMAN TADROS, MS, MFT 16 | PLAYTHERAPY | March 2018 | www.a4pt.org COMMENTS BY CLINICAL EDITOR: Suggestions for helping children with anxiety through family play therapy. raditional family therapy approaches are significantly Combining Play and Family Therapies geared more towards adolescents and adults, though Keith and Whitaker (1981) posited that there are many parallels Lund, Zimmerman, and Haddock (2002) argued that between the process of play therapy and family therapy, notably, family therapy “can become child friendly with a little that structure is critical, scope is increased through magic and adaptation and creativity” (p. 448). Lund and colleagues rituals, play constantly weaves the symbolic and the real, and body (2002) reported many barriers that prevent therapists language is always implicit. They proposed that play therapy utilizes from including young children in family therapy, including a belief T a “parental surrogate” to help children adjust on biopsychosocial that it was acceptable to exclude children from family therapy levels to different settings in their world, such as home, school, sessions if the therapist was uncomfortable with their presence. and playground (Keith & Whitaker, 1981, p. 244). Play therapists are Willis, Walters, and Crane (2014) offered that marriage and family already familiar with how the interplay between symbolic and real therapists (MFT) “tend to view child-focused work as the realm is freely exhibited in the child’s self-expression (Landreth, 2012), as of child or play therapists rather than family therapists” (p. 288). well as how structure is crucial to the process in both directive and I would argue that child-focused work is the duty of all therapists non-directive approaches. -
Model of How Perspective Is Formed in the Mind
Model of how perspective is formed in the mind • Version 1.1 • Last update: 5/6/2007 Simple model of information processing, perception generation, and behavior Feedback can distort data from input Information channels Data Emotional Filter Cognitive Filter Input Constructed External Impact Analysis Channels Perspective information “How do I feel about it?” “What do I think about it? ” “How will it affect Sight Perceived Reality i.e. news, ETL Process ETL Process me?” Hearing environment, Take what feels good, Take what seems good, Touch Word View etc. reject the rest or flag reject the rest or flag Smell as undesirable. as undesirable. Taste Modeling of Results Action possible behaviors Motivation Impact on Behavior “What might I do?” Anticipation of Gain world around Or you “I do something” Options are constrained Fear of loss by emotional and cognitive filters i.e bounded by belief system Behavior Perspective feedback feedback World View Conditioning feedback Knowledge Emotional Response Information Information Experience Experience Filtered by perspective and emotional response conditioning which creates “perception” Data Data Data Data Data Data Data Data Data Newspapers Television Movies Radio Computers Inter-person conversations Educational and interactions Magazines Books Data sources system Internet Data comes from personal experience, and “information” sources. Note that media is designed to feed preconceived “information” directly into the consciousness of the populace. This bypasses most of the processing, gathering, manipulating and organizing of data and hijacks the knowledge of the receiver. In other words, the data is taken out of context or in a pre selected context. If the individual is not aware of this model and does not understand the process of gathering, manipulating and organizing data in a way that adds to the knowledge of the receiver, then the “information” upon which their “knowledge” is based can enter their consciousness without the individual being aware of it or what impact it has on their ability to think. -
Permadeath in Dayz
Fear, Loss and Meaningful Play: Permadeath in DayZ Marcus Carter, Digital Cultures Research Group, The University of Sydney; Fraser Allison, Microsoft Research Centre for Social NUI, The University of Melbourne Abstract This article interrogates player experiences with permadeath in the massively multiplayer online first-person shooter DayZ. Through analysing the differences between ‘good’ and ‘bad’ instances of permadeath, we argue that meaningfulness – in accordance with Salen & Zimmerman’s (2003) concept of meaningful play – is a critical requirement for positive experiences with permadeath. In doing so, this article suggests new ontologies for meaningfulness in play, and demonstrates how meaningfulness can be a useful lens through which to understand player experiences with negatively valanced play. We conclude by relating the appeal of permadeath to the excitation transfer effect (Zillmann 1971), drawing parallels between the appeal of DayZ and fear-inducing horror games such as Silent Hill and gratuitously violent and gory games such as Mortal Kombat. Keywords DayZ, virtual worlds, meaningful play, player experience, excitation transfer, risk play Introduction It's truly frightening, like not game-frightening, but oh my god I'm gonna die-frightening. Your hands starts shaking, your hands gets sweaty, your heart pounds, your mind is racing and you're a wreck when it's all over. There are very few games that – by default – feature permadeath as significantly and totally as DayZ (Bohemia Interactive 2013). A new character in this massively multiplayer online first- person shooter (MMOFPS) begins with almost nothing, and must constantly scavenge from the harsh zombie-infested virtual world to survive. A persistent emotional tension accompanies the requirement to constantly find food and water, and a player will celebrate the discovery of simple items like backpacks, guns and medical supplies. -
Play Parent Workbook
PL Physical Literacy AY Assessment for Youth CS4L PHYSICAL LITERACY parentCS4L PLAYparent Workbook 1 TABLE OF CONTENTS What is Physical Literacy? 4 What is PLAY? 5 What is PLAYparent? 6 PLAYparent Workbook 7 Physical Literacy Visual Analog Scale (VAS) 8 Cognitive Domain: Confdence, Motivation and Comprehension 9 Framework 9 Question 1. Confdence to participate in physical activity and sport 9 Question 2. Motivation to participate in physical activity and sport 10 Question 3. Understands movement terms like skip, gallop, hop and jump 10 Question 4. Desire to participate in activities alone 11 Question 5. Desire to participate in activities with others or in groups 11 Question 6. Knowledge related to healthy physical activity 12 Scoring & Calls-to-action 13 Motor Competence 14 Locomotor 14 Framework 14 Question 7. Coordination when moving 14 Question 8. Safety while moving in the environment relative to others 15 Question 9. Number of movement skills acquired 15 Question 10. Ability to balance during movement 15 Question 11. Ability to run 16 Question 12. Ability to start, stop and change directions 16 Scoring & Calls-to-action 17 Object Control 18 Framework 18 Question 13. Ability to use hands to throw, catch and carry objects 18 Question 14. Ability to use feet to kick or move objects 19 Question 15. Left side is as capable as the right side 19 Scoring & Calls-to-action 21 Environment 22 Framework 22 Question 16. Amount of participation in water activities 22 Question 17. Amount of participation in indoor activities 22 Question 18. Amount of participation in outdoor activities 23 Question 19. -
Short Note on Dark Side of Addiction
lism and D OPEN ACCESS Freely available online o ru h g o lc D A e p f e o n l d a e Journal of n r n c u e o J ISSN: 2329-6488 Alcoholism & Drug Dependence Editorial Short Note on Dark Side of Addiction Richard Samson* Department of Psychology, Faculty of Pharmacy, University of Michigan, 500 S State St, Ann Arbor, MI 48109, United States ABSTRACT Addiction is a biopsychosocial disorder characterized by repeated use of drugs, or repetitive engagement in a behavior such as gambling, despite harm to self and others. According to the "brain disease model of addiction," while a number of psychosocial factors contribute to the development and maintenance of addiction, a biological process that is induced by repeated exposure to an addictive stimulus is the core pathology that drives the development and maintenance of an addiction. Many scholars who study addiction argue that the brain disease model is incomplete and misleading. Emotions are "feeling" states and classic physiological emotive responses that are interpreted based on the history of the organism and the context. Motivation is a persistent state that leads to organized activity. Both are intervening variables and intimately related and have neural representations in the brain. The present thesis is that drugs of abuse elicit powerful emotions that can be interwoven conceptually into this framework. Keywords: Allostasis; Corticotropin-releasing factor; Dynorphin; Extended amygdala; Incentive salience; Opponent process INTRODUCTION clinical research in humans and preclinical studies involving ΔFosB have identified compulsive sexual activity – specifically, any form The brain disease model posits that addiction is a disorder of the of sexual intercourse – as an addiction (i.e., sexual addiction). -
On Choice and the Law of Effect
2014, 27(4), 569-584 Stanley J. Weiss, Editor Special Issue Peer-reviewed On Choice and the Law of Effect J. E. R. Staddon Duke University, USA Cumulative records, which show individual responses in real time, are a natural but neglected starting point for understanding the dynamics of operant behavior. To understand the processes that underlie molar laws like matching, it is also helpful to look at choice behavior in situations such as concurrent random ratio that lack the stabilizing feedback intrinsic to concurrent variable-interval schedules. The paper identifies some basic, non-temporal properties of operant learning: Post-reinforcement pulses at the beginning of FI learning, regression, faster reversal learning after shorter periods, and choice distribution on identical random ratios at different absolute ratio values. These properties suggest that any operant-learning model must include silent responses, competing to become the active response, and response strengths that reflect more than immediate past history of reinforcement. The cumulative-effects model is one that satisfies these conditions. Two months before his engagement to his cousin Emma Wedgwood, Charles Darwin wrote copious notes listing the pros and cons of marriage. This is typical human choice behavior, though perhaps more conscious and systematic than most. No one would imagine that animals choose like this. But folk psychology often slips in unannounced. In his famous matching-law experiment, to make his procedure work Richard Herrnstein added what is called a changeover delay (COD): neither response could be rewarded for a second or two after each change from one response to the other. The reason was to prevent a third response: switching. -
Attachment in the Classroom
Educ Psychol Rev (2009) 21:141–170 DOI 10.1007/s10648-009-9104-0 REVIEW ARTICLE Attachment in the Classroom Christi Bergin & David Bergin Published online: 21 May 2009 # Springer Science + Business Media, LLC 2009 Abstract Attachment influences students’ school success. This is true of students’ attachment to their parents, as well as to their teachers. Secure attachment is associated with higher grades and standardized test scores compared to insecure attachment. Secure attachment is also associated with greater emotional regulation, social competence, and willingness to take on challenges, and with lower levels of ADHD and delinquency, each of which in turn is associated with higher achievement. These effects tend to be stronger for high-risk students. In this era of accountability, enhancing teacher–student relationships is not merely an add-on, but rather is fundamental to raising achievement. Understanding the role of attachment in the classroom will help educators be more effective, particularly with challenging students. Twelve suggestions to improve teacher–student relationships and school bonding are provided. Keywords Attachment . Achievement . School bonding . Teacher–student relationship Children’s socioemotional well-being is critical to school success, and attachment is the foundation of socioemotional well-being. Because of this, educators—from preschool to high school—can be more effective if they understand how attachment influences their students. Attachment influences school success through two routes: indirectly through attachment to parents, and directly through attachment to teachers and schools. In this article, we briefly review basic attachment concepts for readers who are not familiar with attachment research. We then show how attachment to parents is linked to school success, and we summarize the limited research on attachment-like relationships with teachers. -
PSYCO 282: Operant Conditioning Worksheet
PSYCO 282 Behaviour Modification Operant Conditioning Worksheet Operant Conditioning Examples For each example below, decide whether the situation describes positive reinforcement (PR), negative reinforcement (NR), positive punishment (PP), or negative punishment (NP). Note: the examples are randomly ordered, and there are not equal numbers of each form of operant conditioning. Question Set #1 ___ 1. Johnny puts his quarter in the vending machine and gets a piece of candy. ___ 2. I put on sunscreen to avoid a sunburn. ___ 3. You stick your hand in a flame and you get a painful burn. ___ 4. Bobby fights with his sister and does not get to watch TV that night. ___ 5. A child misbehaves and gets a spanking. ___ 6. You come to work late regularly and you get demoted. ___ 7. You take an aspirin to eliminate a headache. ___ 8. You walk the dog to avoid having dog poop in the house. ___ 9. Nathan tells a good joke and his friends all laugh. ___ 10. You climb on a railing of a balcony and fall. ___ 11. Julie stays out past her curfew and now does not get to use the car for a week. ___ 12. Robert goes to work every day and gets a paycheck. ___ 13. Sue wears a bike helmet to avoid a head injury. ___ 14. Tim thinks he is sneaky and tries to text in class. He is caught and given a long, boring book to read. ___ 15. Emma smokes in school and gets hall privileges taken away. ___ 16. -
Active Play: Simple Games and Activity Ideas
Active Play: Simple Games and Activity Ideas Children have different needs and abilities depending upon their age. Children need a safe environment that promotes and encourages their physical, intellectual, emotional and social growth. Keep the ages and needs of the children in your care in mind when planning games and activities. Younger children have shorter attention spans, and are just learning how to coordinator their bodies, while older children may get bored with not enough of a “challenge” in the game or activities. Read more about children’s developmental ages and stages: Growth and Development Child’s Development Ages & Stages Go, Go, Stop Pick a leader, and start and end spots. Have children line up at the start and the leader stand at the end with his back to the children. The object is to get to the end where the leader is. Have the leader yell go, go, go for a few seconds (i.e., 2 second, 10 seconds, etc.) and then yell stop. All children stop and freeze. If the leader turns around and sees any child moving, that child has to go back to the starting spot. The game ends when a child touches the leader. Follow the Leader To begin the game, you may want an adult to lead. Children line up behind the leader. The leader decides the actions for children to follow. The children mimic the leader's actions. Any players who fail to follow or do what the leader does are out of the game. Change leaders and give every child time to lead the others. -
What's the Problem in Problem Gaming Enevold, Jessica
What's the Problem in Problem Gaming Enevold, Jessica; Thorhauge, Anne-Mette; Gregersen, Andreas 2018 Document Version: Publisher's PDF, also known as Version of record Link to publication Citation for published version (APA): Enevold, J., Thorhauge, A-M., & Gregersen, A. (Eds.) (2018). What's the Problem in Problem Gaming. Nordicom. http://www.nordicom.gu.se/sites/default/files/publikationer-hela- pdf/whats_the_problem_in_problem_gaming.pdf Total number of authors: 3 Creative Commons License: CC BY-NC-ND General rights Unless other specific re-use rights are stated the following general rights apply: Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal Read more about Creative commons licenses: https://creativecommons.org/licenses/ Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. LUND UNIVERSITY PO Box 117 221 00 Lund +46 46-222 00 00 What’s the Problem in Problem Gaming? Nordic Research Perspectives Research Gaming? Nordic in Problem the Problem What’s WHAT’S THE PROBLEM IN PROBLEM GAMING? is a valuable contribution to the debates about young people’s gaming habits and the highly contested con- cept of video game addiction.