The research on socially shared cognition in Network RPG
The research on socially shared cognition in Network RPG
批准号:
15530412
负责人:
ARIMA Yoshiko
金额:
$1.15万
依托单位:
依托单位国家:
日本
项目类别:
Grant-in-Aid for Scientific Research (C)
财政年份:
2003
资助国家:
日本
项目状态:
已结题
起止时间:
2003 至 2004
中文摘要
本研究的目的是利用网络RPG的特点来考察共享表征的形成过程。在实验研究中,我们考察了信息的初始分配及其共享过程对群体问题解决任务绩效的影响。在本实验中,我们分析了视觉交互和转换交互。108名大学生参加了这次活动。比赛的目标是在45分钟内逃出迷宫。每个参与者都有不同的信息,并通过游戏找到信息。聊天日志记录了协议,动作捕捉记录了游戏中的行为。比赛结束后,参与者被要求填写调查问卷。结果表明,TO-AMS在赛场上布设时效果较好。虽然如果不分享每个成员的场景,他的聊天互动的赌注就会减少,但即使没有协议,动作中的合作互动也是可能的。然而,最有效的球队在比赛早些时候抽到了未共享的信息。有效团队共享其角色结构的元认知。此外,还进行了CMC的模拟陪审团实验。实验设计为2×2×2。-证据(有罪或无罪)×分享信息量(高或低)×讨论过程(判决主动或证据主动)。48名大学生参加了调查。因此,那些拥有与其证据模式一致的未共享信息的成员以及那些共享了与其身份不符的信息的成员引发了讨论。
英文摘要
The purpose of this research was to examine the formation process of shared represen tation taking advantage of the feature of Network RPG. In the experiment study, we ex amined the effect of the initial distribution of information and its shared process on the performance of group problem solving task. In this experiment, both visual and convers ational interaction was analyzed. The 108 university students participated. The goal of t he game was to escape from the maze in the 45 minutes. Each participant had the diff erent information and found information through the game. The protocol recorded by th e chat log, and the behavior in the game was recorded by the motion capture. After the game, the participants were asked to fill the questionnaire. Results showed that the to ams were rather effective when they were spread over the game field. Although he am punt of chat interaction decreased if a scene of each member was not shared, the coop erative interaction in actions was possible even if there is no protocol. However, the m ost effective team drew unshared information earlier in the play. The effective teams a Iso shared the meta-cognition of their role structure. Moreover, mock jury experiments by CMC were conducted. The design of experiment is 2 X 2 x 2. - Evidence (guilty or i nnocence) X Amount o shared information (high or low) x Discussion process (verdict ini tiative or evidence initiative). The 48 university students participated. As a result, the members who had unshared information consistent with their schema of evidence led di scussion as well as the members who had shared information inconsistent with their se hema.
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電子コミュニケーションと集団間関係、および状況のリアリティについて
关于电子通信、群体间关系和情境现实。
DOI:
--
发表时间:
2004
期刊:
群馬大学社会情報学部研究論集 11
影响因子:
--
作者:
[有馬 淑子, 柿本 敏克]
通讯作者:
柿本 敏克
社会交換場面での決定を規定する因果モデルの検討
社会交换情境中管理决策的因果模型的检验
DOI:
--
发表时间:
2003
期刊:
日本行動計量学会大会妙録集 31
影响因子:
--
作者:
[行廣 隆次, 森 久美子]
通讯作者:
森 久美子
DOI:
--
发表时间:
2003
期刊:
Human Sciences Reserch 5
影响因子:
--
作者:
[行廣 隆次, 森 久美子, Y.Arima, Y.Arima]
通讯作者:
Y.Arima
集団極化現象と模擬社会ゲームにおけるコンフリクト
模拟社交游戏中的群体极化现象与冲突
DOI:
--
发表时间:
2003
期刊:
人間科学研究 5
影响因子:
--
作者:
[有馬 淑子, 柿本 敏克, T.Kakimoto, 有馬 淑子, 有馬 淑子]
通讯作者:
有馬 淑子
柿本 敏克: "電子コミュニケーションと集団間関係、および状況のリアリティについて"群馬大学社会情報学部研究論集. 11(印刷中). (2003)
Toshikatsu Kakimoto:“论电子通信、群体间关系和情境现实”群马大学社会信息学部研究论文 11(出版中)。
DOI:
--
发表时间:
期刊:
影响因子:
--
作者:
[]
通讯作者:
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The experiments of socially shared cognition in Network RPG
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批准号:13610172
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项目类别:Grant-in-Aid for Scientific Research (C)
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资助金额:$1.02万
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财政年份:2001
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负责人:ARIMA Yoshiko
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依托单位:
海外基金