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1.
Accid Anal Prev ; 40(1): 24-34, 2008 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-18215529

RESUMEN

This study attempts to identify idiosyncrasies of organizational factors on safety and their influence mechanisms in Taiwan and Japan. Data were collected from employees of Taiwanese and Japanese oil refinery plants. Results show that organizational factors on safety differ in the two countries. Organizational characteristics in Taiwanese plants are highlighted as: higher level of management commitment to safety, harmonious interpersonal relationship, more emphasis on safety activities, higher devotion to supervision, and higher safety self-efficacy, as well as high quality of safety performance. Organizational characteristics in Japanese plants are highlighted as: higher level of employee empowerment and attitude towards continuous improvement, more emphasis on systematic safety management approach, efficient reporting system and teamwork, and high quality of safety performance. The casual relationships between organizational factors and workers' safety performance were investigated using structural equation modeling (SEM). Results indicate that the influence mechanisms of organizational factors in Taiwan and Japan are different. These findings provide insights into areas of safety improvement in emerging countries and developed countries respectively.


Asunto(s)
Industria Química , Comparación Transcultural , Industria Procesadora y de Extracción , Aceites Combustibles , Política Organizacional , Administración de la Seguridad/organización & administración , Adulto , Femenino , Humanos , Japón , Masculino , Persona de Mediana Edad , Administración de Personal , Taiwán
2.
Cyberpsychol Behav ; 10(3): 393-7, 2007 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-17594263

RESUMEN

This paper examines how to make a player feel more challenged in a strategic computer game. It is hypothesized that information availability and resource advantage affect play difficulty, which in turn affects the challenge experienced. The difficulty of play can be defined in terms of the mental workload that players experience and the physical effort that players exert. Forty-five male college and graduate students participated in a 3 x 3 (information availability x resource advantage) between-subjects factorial design experiment. This experiment measured player mental workload, physical effort, and challenge. The results indicate that information availability affects player mental workload, and resource advantage affects levels of player physical effort, respectively. Moreover, the relationship between mental workload and challenge was found to be an inverted U-shaped curve; in other words, too much or too little mental workload may decrease player challenge. The relationship between physical effort and challenge exhibited similar characteristics.


Asunto(s)
Cognición , Computadores , Toma de Decisiones , Juegos de Video , Adulto , Humanos , Masculino
3.
Cyberpsychol Behav ; 10(2): 293-5, 2007 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-17474849

RESUMEN

Two studies were conducted to investigate whether player personality or social cognition influence preferences for heroic roles in role-playing games (RPG). In Study 1, 149 teenager subjects were categorized into five groups according to the Guilford Personality Inventory. Heroes were clustered into three types based on their attributes. The analysis of variance (ANOVA) results indicated that each personality group did not display distinctive preference for any particular heroic type. However, of the three heroic types teenagers most strongly preferred, Justice Warrior was followed, in order of preference, by Visionary Leader and Saint. In Study 2, the influence of three player social cognition factors (similarity, proximity, and familiarity) on player preference for heroic roles was studied. Multiple regression analysis results indicated that similarity and familiarity predicted player preferences for heroic roles.


Asunto(s)
Carácter , Conducta de Elección , Desempeño de Papel , Predominio Social , Identificación Social , Juegos de Video/psicología , Adolescente , Adulto , Femenino , Humanos , Liderazgo , Masculino , Inventario de Personalidad
4.
Cyberpsychol Behav ; 8(6): 585-91, 2005 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-16332170

RESUMEN

This study aims to identify design features for action games that would appeal to game-buyers, rather than game-players. Sixteen frequent-buyers of computer games identified 39 design features that appeal to buyers by contrasting different versions of Pacman games. Twenty-eight versions of Pacman were then evaluated in terms of the identified design features by 45 participants (27 male and 18 female college students). Qnet2000 neural network software was used to determine the relative importance of these design features. The results indicated that the top 10 most important design features could account for more than 50% of "perceived fun" among these 39 design features. The feature of avatar is important to game-buyers, yet not revealed in previous player-oriented studies. Moreover, six design factors underlying the 39 features were identified through factor analysis. These factors included "novelty and powerfulness," "appealing presentation," "interactivity," "challenging," "sense of control," and "rewarding," and could account for 54% of total variance. Among these six factors, appealing presentation has not been emphasized by player-oriented research. Implications of the findings were discussed.


Asunto(s)
Actitud , Comercio , Juegos de Video , Humanos
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