其他摘要 | Achievement motivation refers to the motivation of individuals to pursue what they think is valuable and achieve the expected goal, namely the motivation to set high standards for themselves and strive to achieve the success of activities, which is related to the ability of college students to overcome difficulties in study and life, and even the level of long-term career achievements.Dota2 is a Multiplayer Online Battle Arena game. Players protect their ancient ruins and destroy their enemies' ancient ruins by leveling up, earning money, buying equipment and killing their enemies' heroes.Considering that "achievement motivation and other game motivations are important variables to explain game behavior", "the characteristics of online games determine that it can better stimulate the achievement motivation of most people", and "Dota2" has the characteristics of high popularity, complex scenes and open game behavior data, etc., This study is the first to focus on the specific behavior and achievement motivation of college students in "Dota2" and study the quantitative relationship between them. And draw a series of theoretical and practical significance of the conclusion.First, the achievement motivation scale designed by Gjesme and Nygard is very effective in measuring the achievement motivation of Chinese college students, a specific group of game players. The measurement results show that the achievement motivation of the specific group of "Dota2" college student game players is weak, not only the willingness to avoid failure is not high, but also the willingness to pursue success is not high, and the total achievement motivation is actually negative, which is obviously different from the conclusion of other scholars' research on the achievement motivation of college students.Secondly, there is a significant correlation between the game behaviors of college students playing "Dota2", and only a few game behaviors have no significant correlation with other game behaviors. Hierarchical clustering was used to classify these game behaviors into seven categories.Third, there is a significant correlation between the game behavior and achievement motivation of college students in "Dota2" game, but the significance only shows the correlation between part of the game behavior and achievement motivation.Fourthly, constructing a linear regression model between game behavior and achievement motivation can reasonably explain the relationship between the two and predict achievement motivation with specific game behavior, but it is not enough for the abundant data provided by this study.Fifth, through the construction of structural equation model, it is found that the achievement motivation of "Dota2" college game players has a significant influence on their game behavior, among which, the influence on participation behavior is significant, but only includes direct influence; The influence on killing behavior is significant, including direct influence and indirect influence, accounting for 50.51% and 49.49% of the total influence respectively. The coefficient of influence on prop purchase and use behavior is small and not significant. This indicates that killing is the core behavior of the game, and that the player's sense of accomplishment is mainly reflected through killing.Based on the above research conclusions, this study puts forward relevant policy suggestions. First, it is necessary for colleges and universities to carry out psychological intervention for the special group of college students playing "Dota2". Considering that "people with low achievement motivation have a low sense of self-worth, and the primary goal of their behavior is not to solve problems or grow up, but to avoid the damage to self-esteem and negative emotions caused by failure", relevant psychological intervention should be targeted to a certain extent. Second, it is suggested that game developers, especially large-scale game developers, design products with a positive and positive way of thinking, to guide game players to form and establish a correct outlook on life and values.This study has positive exploration significance in both theoretical and practical aspects. First, it provides a new way to measure achievement motivation, that is, to measure achievement motivation of "Dota2" college students through game behavior. Second, for the first time, the specific behaviors of operating "Dota2" are divided into three categories, that is, participating behavior, killing behavior and equipment purchase behavior; Thirdly, the research methods on the relationship between game behavior and psychological state, especially achievement motivation, are worthy of reference by other researches. Fourthly, the acquisition and use of specific game behavior data are worthy of reference by other researches. Fifth, the measurement conclusion of achievement motivation of college students participating in online "Dota2" game is helpful for colleges and universities to carry out targeted psychological intervention; Sixth, the classification of game behaviors in "Dao Tower 2" and the definition of core behaviors are helpful for game developers, especially large-scale game developers, to choose positive and positive game behaviors when designing products, so as to guide game players to form and establish correct outlook on life and values. |
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