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Players' cognitive sphere characteristic in multiuser online-simulation
games
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Abstract. Study's results of players in MMORPGs are cited in this article. It is postulated that players are differed in degree of involvement in the playing process, game's style and their attitude to it. On the basis of the results three groups are marked out: "Dependent", "Fan players" and "Irregular players". These people can typically be distinguished by degree in terms of cognitive scheme expression, cognitive strategy of emotional regulation and psychological prosperity. Players from the group "Dependent" are characterized as players who use the least effective emotional regulation strategies expressed by cognitive schemes and exhibit a low level of psychological prosperity. Players from the group "Fan players" use more effective cognitive emotional regulation strategies and they have an intermediate level of intensity of cognitive schemes. Players from the group "Irregular players" use the most effective strategies of cognitive emotional regulation and have the highest level of psychological prosperity and exhibit a low (concerning other players) level of intensity of cognitive schemes.
Key words: MMORPG, Strategies of Cognitive Regulation, Cognitive Schemes, Psychological Prosterity.
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