Talk:Motivation and emotion/Book/2015/Video games and emotion

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Comments[edit source]

Hey! I saw that you had an extension as you posted on the moodle forum, so I hope this feedback has not got to you too late. Just wanted to say that I really like your topic. The introductory sentence in the overview does not read that well it says "Video games are a well-known and well used art form, with 59% of Americans now playing some sort of video game, states the Entertainment Software Association (2015)." I did not feel comfortable changing your in text references, but I think it would read better "Video games are a well-known and well used art form, with 59% of Americans now playing some sort of video game (Entertainment Software Association, 2015)."

It was an interesting read, I naively did not consider that playing games on your phone was associated with the video games platform, but it does make total sense that it does! Overall a really good read and great set up!

--U3083035 (discusscontribs) 09:47, 8 November 2015 (UTC)

Heya, I really like your topic, very interesting as I have children who love to play video games. Just a quick suggestion of adding a few boxes or tables to make things a little more exciting to look at. Otherwise the content is tops!! Good Job :)-- --U3094958 (discusscontribs) 13:27, 25 October 2015 (UTC)U3094958


hey i would add some more color to your page along with some specific examples or case studies. cheers 125.253.46.52 (discuss) 03:54, 28 October 2015 (UTC)


References:

Hi, I did an assessment similar to this topic in Physiological Psychology. I focused on addiction to video games so the whole presentation may not be relevant. It was uploaded to YouTube: https://www.youtube.com/watch?v=vcHtSErllnM and prezi: https://prezi.com/9t2hbkzi3cox/copy-of-copy-of-untitled-prezi/ If you skip to the end you can just view the references list slides, I think there is four.

Also I don't think I used this article in mine but I found it really interesting: Ferguson, C. J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric Quarterly, (4), 309-316. doi:10.1007/s11126-007-9056-9 Another interesting aspect of this topic is the gender differences. Hope some of this is helpful in getting started --U3083687 (discusscontribs) 04:39, 24 August 2015 (UTC)

Thanks so much! I appreciate it =D Komali 21 (discusscontribs) 07:00, 24 August 2015 (UTC)

Suggestions[edit source]

Hello! i would suggest that you look into technology obsession and the impact it has on emotions and behaviour. As for your theories, i believe the self-determination theory would help explain why people are pulled towards video games and the emotional effects they have. The SDT explains people's beliefs and tendencies and the satisfaction of inherent needs and the extent to which human behaviour is self-motivated. so, the SDT discusses the motivation behind why people make choices without any external influences and interferences. Additionally, the reference i have incorporated below looks at the relationship of emotions and video games. ref: Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and emotion, 30(4), 344-360. Best of luck and i look forward to reading your chapter! --U3034876 (discusscontribs) 03:59, 23 October 2015 (UTC)

Hey Cash! This is a really interesting topic! I’ve made Plutchik’s wheel of emotion and Maslow’s Hierarchy bigger by just popping |400px]] at the end of the file. Just makes them much easier to read :-) Be sure to note Figure 1 etc. as per APA FYI for your activity, rather than having a youtibe link alone you can say: Jane McGonigal: The game that can give you 10 extra years of life and explain the activity (I’ve added the link for you :-)) You’ve got the emotions covered pretty well but I think you should add a theory component with examples relating to this (think social psych textbook) Keep up the good work u3100080

Hey! This is an interesting topic, especially for someone like myself who doesn't play video games regularly. I enjoyed the breakdown of emotions and the structure is neat and well presented. A suggestion is maybe to read your chapter back to yourself. In some paragraphs it is written in a more conversational tense, rather than 'scientific' per-sae. Other than that it looks great :) --U3096856 (discusscontribs) 02:21, 31 October 2015 (UTC)


Chapter review and feedback

This chapter has been reviewed according to the marking criteria. Written feedback is provided below, plus there is a general feedback page. Please also check the chapter's page history to check for editing changes made whilst reviewing through the chapter. Responses to this feedback can be made by starting a new section below and/or contacting the reviewer. Chapter marks will be available later via Moodle, along with social contribution marks and feedback. Keep an eye on Announcements.

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Overall[edit source]

  1. Overall, this is a solid, balanced consideration of the topic.
  2. For more feedback see these copyedits and the comments below.

Theory[edit source]

  1. Theory, including a range of emotions and SDT, is well covered and apply to video games.

Research[edit source]

  1. Perhaps the key studies could be described in more detail.
  2. When describing important research studies, provide some indication of the nature of the sample and possibly cultural context.
  3. When discussing important research findings, indicate the size of effects in addition to whether or not there was an effect or relationship.
  4. Some statements were unreferenced (e.g., see the [factual?] tags)

Written expression[edit source]

  1. Written expression was generally good, but also see where where clarification templates have been added to the page)
  2. The chapter is well-structured.
  3. Some use of Figures. No Tables.
  4. Learning features
    1. The chapter makes very good use of interwiki links to relevant Wikipedia articles - and incorporates links to related book chapters in the See also section.
    2. Quiz questions are used effectively to encourage reader engagement.
  5. Grammar and proofreading
    1. The grammar of some sentences could be improved (e.g., see the [grammar?] tags).
  6. APA style
    1. Check and correct APA style captions for tables and figures.
    2. Check and correct the APA style formatting of in-text citations (e.g., comma after & when there are 3 or more authors).
    3. Check and correct the use of "&" vs. "and" (Use ampersand (&) inside brackets and "and" outside brackets).
    4. The reference list is not in full APA style.

-- Jtneill - Talk - c 15:48, 27 November 2015 (UTC)


Multimedia feedback

The accompanying multimedia presentation has been marked according to the marking criteria. Marks are available via the unit's Moodle site. Written feedback is provided below, plus see the general feedback page. Responses to this feedback can be made by starting a new section below. If you would like further clarification about the marking or feedback, contact the unit convener.

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Overall[edit source]

  1. Overall, this is a basic, but sufficient presentation.

Structure and content[edit source]

  1. Include citations.
  2. Good balance between positive and negative effects.
  3. Although SDT can be useful here, it is not really an emotion theory - ideally, focus more on emotion theories (since this is the topic).
  4. Perhaps consider using more illustrative examples.

Communication[edit source]

  1. Audio is well-paced, but could be enhanced by using more examples, images, and greater intonation.

Production quality[edit source]

  1. Simple production.
  2. Excellent title.
  3. Audio quality is OK, but is a bit 'digital/distorted' - check microphone/recording set-up.
  4. Add a description (e.g., brief description of presentation, license details, and possibly include references and image attributions).
  5. The copyright licenses and sources for the images used is not indicated - there may have been copyright violation unless you own the copyright to the images used or these were public domain images.
  6. A copyright license for the presentation is not indicated (i.e., in the description or in the presentation slides).

-- Jtneill - Talk - c 09:33, 2 December 2015 (UTC)