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dc.contributor.authorHsu, Shang Hwaen_US
dc.contributor.authorKao, Ching-Hanen_US
dc.contributor.authorWu, Muh-Cherngen_US
dc.date.accessioned2014-12-08T15:20:11Z-
dc.date.available2014-12-08T15:20:11Z-
dc.date.issued2007-04-01en_US
dc.identifier.issn1094-9313en_US
dc.identifier.urihttp://dx.doi.org/10.1089/cpb.2006.9955en_US
dc.identifier.urihttp://hdl.handle.net/11536/14331-
dc.description.abstractTwo studies were conducted to investigate whether player personality or social cognition influence preferences for heroic roles in role-playing games (RPG). In Study 1, 149 teenager subjects were categorized into five groups according to the Guilford Personality Inventory. Heroes were clustered into three types based on their attributes. The analysis of variance ( ANOVA) results indicated that each personality group did not display distinctive preference for any particular heroic type. However, of the three heroic types teenagers most strongly preferred, Justice Warrior was followed, in order of preference, by Visionary Leader and Saint. In Study 2, the influence of three player social cognition factors ( similarity, proximity, and familiarity) on player preference for heroic roles was studied. Multiple regression analysis results indicated that similarity and familiarity predicted player preferences for heroic roles.en_US
dc.language.isoen_USen_US
dc.titleFactors influencing player preferences for heroic roles in role-playing gamesen_US
dc.typeArticleen_US
dc.identifier.doi10.1089/cpb.2006.9955en_US
dc.identifier.journalCYBERPSYCHOLOGY & BEHAVIORen_US
dc.citation.volume10en_US
dc.citation.issue2en_US
dc.citation.spage293en_US
dc.citation.epage295en_US
dc.contributor.department工業工程與管理學系zh_TW
dc.contributor.departmentDepartment of Industrial Engineering and Managementen_US
dc.identifier.wosnumberWOS:000246193000019-
dc.citation.woscount3-
Appears in Collections:Articles


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