Participants, Procedure, Controls
Allparticipants(n=194)wereundergraduatestudents.Participantswereinformedthatthey
wouldplayanonlinegameaspartofaninteractivelecture.Subjectsweregatheredina
computerlabwhereexperimentalsessionswereheldoneatatime,andtheywererandomly
assigned to different experimental conditions. Two groups of subjects were exposed to
MagnumPleasureHuntII,andtheothertwowereexposedtoLegoSpeedChampions.Each
experimentalsessiontookatotalof15minutes.Studentsweregiventheinformationthat
theycouldplaytheassignedgameasmanytimesastheylikein10minutes,asappliedby
VashishtandPillai(2017).Duringgameplay,theywereinstructednottointeractwitheach
other.Therewasalwaysaninstructorpresentinthecomputerlaboratory.Thegameplaywas
followedbyanonlinequestionnaire.
Subjectsconsistedof98females(50.5%)and96males(49.5%).Theaverageageofthesubjects
was22.Mostofthesubjects(70%)statedthattheyspendmorethan6hoursonlineweekly.The
characteristicsofthesampleregardinggamingexperiencearesummarizedinTable1.
Sincesubjects’frequencyofgameplayandgamingexperiencecanplayanactiverolein
attitudestowardsthegameandbrand,thesimilarityofgroupsonthesecriteriawaschecked.
Toinvestigatethesimilaritiesbetweengroups,Pearsonchi-squaretestwasapplied.The
resultsshowedthatthegroupsweresimilarregardingweeklyinternetuse(χ
2
=6.516,df=
3,p=0.089),gamingexperience(χ
2
=6.721,df=3,p=0.081)andfrequencyofgameplay
(χ
2
=0.738,df=3,p=0.864).Moreover,thepriorattitudestowardsthebrands(Legoand
Magnum)mightaffecttheresults.Tomeasurethepriorattitudetowardsbrandsthescale
byPechmannandShih(1999)wasapplied.Datawascollectedwitha5-pointLikertscale.
Theresultsoftheanalysisshowedthattheparticipants’priorattitudestowardsLegoand
Magnumweresimilar(F=6.423;p>0.05),andtherewerenodifferencesbetweengroups
(F=8.324,p>0.05).
Dostları ilə paylaş: |