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CHAPTER 11 What Attracts Children?
Published in Vorderer Peter, Bryant Jennings, Playing Video Games, 2012
von Salisch Maria, Oppl Caroline, Kristen Astrid
Table 11.4 presents the stability of the genre preferences among individual children in the KUBL study over the 1 year of the study, which was again broken down by gender groups (von Salisch, Kristen, & Oppl, 2004). The most stable individual genre preference was for educational software. This was the same for children of both sexes. Individual girls and boys who liked to play educational games (whether by choice or by necessity) were likely to continue to do so 1 year later. Preferences for jump-and-run titles were not so stable, neither among individual boys nor among individual girls, because this genre may be growing out of all children's favor toward the end of childhood see means in Table 11.3). A liking for action games was stable only among the boys, possibly because the protagonists in these games tend to be brave, dominant, successful, and independent characters who may serve as male role models (Valkenburg & Cantor, 2000). Girls who had nominated an action game among their favorite games at time 1 were not more (or less) likely to do so again at time 2, although more girls played action games (see Fig. 11.2), and although the overall proportion of action games named by girls as a group did not change much over this time (see mean in Table 11.3). This pattern of results suggests that individual girls tended to try out or “taste” action games but did not include them in their regular “diet” of electronic games, possibly because they did not like the fighting or because they could not manipulate attractive protagonists of their own gender. Why was liking adventure game titles (moderately) stable among female individuals? Adventure games offer more variety in terms of possible actions. Fighting, if necessary, is typically combined with problem solving. Usually the action is framed in a story that involves other (human) characters. The more social character of adventure games may add to their appeal to girls (Valkenburg & Cantor, 2000). But these are speculations. Asking boys and girls about the appeal of these types of electronic games may reveal still other reasons for stability and change in genre preferences among individual boys and girls.
Multimedia Teaching Mode in Colleges and Universities Based on Psychology-Based Human-Computer Interaction Interface Design
Published in International Journal of Human–Computer Interaction, 2023
Multimedia provides the opportunity to experience various forms, which can not only be active participation of students, but also passive attraction. Original and unique forms of interaction can improve the participation and appeal of educational software. Interface design can be innovative in software color, sound, text, animation and other aspects.