Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design

This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne’s model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation.

Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design

研究背景

  1. 游戏普及与时间投入:2014 年畅销游戏《使命召唤:高级战争》发布后被大量玩家游玩,美国众多民众经常玩游戏,年轻个体每年花费大量时间在游戏上,高级玩家投入时间更多。
  2. 专家特质与自我调节关联:专家在特定领域经验丰富、知识深厚,其解决问题的能力与自我调节能力密切相关,自我调节中的诸多要素(如任务分析、目标设定等)也是专家能力的重要组成部分 。
  3. 游戏中学习潜力探讨:玩家在游戏过程中可能获取具有普遍认知功能的知识,发展游戏领域的专业技能,且可能学习如何调节自身认知、情感和行为过程,但大学生不同游戏专长组在游戏中的自我调节情况缺乏研究。

研究目的

  1. 定量研究:探究不同专长组的大学生在玩游戏时自我调节的差异。
  2. 定性研究:了解不同专长组的学生对自我调节使用的解释是否不同。
  3. 混合研究:明确参与者陈述中出现的主题对解释不同专长组在游戏自我调节定量差异的作用程度。

研究对象

美国中西部一所大型大学教育心理学课程中 19 岁及以上的大学生,共 129 人,其中女性 94 人、男性 35 人,涵盖不同种族和年级。

研究方法

  1. 混合研究设计:采用顺序解释性设计(QUAN:qual),先进行定量研究,再基于定量结果开展定性研究,以深入解释定量数据。
  2. 定量研究:运用便利抽样法选取样本,使用“视频游戏玩游戏”调查(VGPS)和“玩我自己的视频游戏”量表(PMVGS)收集数据。通过聚类分析划分出不同水平的专长组,用方差分析和事后检验探究不同水平的专长组在自我调节上的差异。
  3. 定性研究:采用目的抽样法,从每个专长组选取典型案例,对 9 名学生进行半结构化访谈。运用折衷编码对访谈数据进行分析,包括描述性编码和模式编码,还通过成员检查和同行汇报确保研究效度。

研究结果

  1. 定量结果:专家、中等专家和非专家在每周游戏时长、游戏专长水平上差异显著;自我调节总分上,专家 > 中等专家 > 非专家;在任务定义、目标设定与计划、执行策略、适应调整等阶段均存在显著差异。Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory DesignExploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory DesignExploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design
  2. 定性结果:提炼出五个主题,包括专家视频游戏玩家的特征、玩游戏的条件、理解游戏的方式、玩家的行为以及游戏背景,从多方面解释了专家玩家自我调节能力更强的原因。Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design

研究亮点

  1. 理论应用创新:首次将 Winne 的自我调节学习理论引入游戏研究,证实游戏行为与学术自我调节存在相似性。
  2. 观念突破:挑战 “游戏成瘾有害” 的刻板印象,为适度游戏可培养高阶认知能力提供实证依据。

研究启发

为教育政策制定提供参考,引发思考如何将高游戏水平学生的自我调节能力迁移到学习中,推动教育领域对游戏与学习关系的进一步研究。

文章引用(APA)

Yilmaz Soylu, M., & Bruning, R. H. (2016). Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design. Frontiers in psychology, 7, 1441. https://doi.org/10.3389/fpsyg.2016.01441
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5 条回复 A文章作者 M管理员
  1. 陈秋旭

    我的图怎么不见了

  2. 陈秋旭

    结果图

  3. 陈秋旭

    结果图2

  4. 陈秋旭

    结果图3

  5. 陈秋旭

    质性结果图

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