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Orhidea Edith Kiss

Bio: Orhidea Edith Kiss is an academic researcher from Eötvös Loránd University. The author has contributed to research in topics: Psychology & Psychodrama. The author has an hindex of 3, co-authored 6 publications receiving 81 citations.

Papers
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Journal ArticleDOI
TL;DR: In this paper, the authors examined the motivations of young people who sit in front of a computer spending a substantial part of their free time playing computer games and studied the psychological characteristics of people interested in certain computer games.
Abstract: As computer games are becoming more widespread, there is a tendency for young people to spend a growing amount of time playing games. The first part of this paper will deal with various types of computer games and their characteristic features. In the second part we show the results of our recent surveys. We examined the motivations of young people who sit in front of a computer spending a substantial part of their free time playing computer games. We also studied the psychological characteristics of people interested in certain computer games and the main characteristics of the games that motivate the young people. The survey was based on a questionnaire, completed by nearly 1000 young people interested in video games. In a second survey we received replies from children aged 10‐ to 14‐years and the results show that there are significant differences regarding motivation between younger and older players. There was also an effect of gender differences. Research shows that young children are more involved...

51 citations

Journal ArticleDOI
TL;DR: In this article, the authors compared the risk-taking tendency of college students, entrepreneurs, and criminals in hypothetical bet situations and found that college students' decisions are more influenced by probability factors than by the amount staked.
Abstract: Entrepreneurs’, college students’ and criminals’ risk-taking were compared in hypothetical bet situations. The level of uncertainty and the amount staked were varied in gain and loss situations. Potential profit motivates entrepreneurs to choose higher stakes, expected loss will prompt the avoidance of risk. In profit-making situations, college students’ strategies are different: Students’ decisions are more influenced by probability factors than by the amount staked. Risk-taking tendency of criminals is higher than that of the other two groups, without applying a consistent strategy in taking risk.

18 citations

Proceedings Article
01 Jan 2006
TL;DR: The INTERFACE testing workstation developed by researchers of the department is outlined, based on the simultaneous assessment of HPV, time data of keystroke and mouse events, video images of users’ behaviour and screen content, etc, capable of identifying quality attributes of software elements with a time-resolution of only a few seconds.
Abstract: Earlier publications have shown that a Heart Period Variability (HPV) -based methodology, after careful adaptation, could be a powerful technique for monitoring mental effort in Human-Computer Interaction. This paper outlines the INTERFACE testing workstation developed by researchers of our department. This system is based on the simultaneous assessment of HPV, time data of keystroke and mouse events, video images of users’ behaviour and screen content, etc. It is capable of identifying quality attributes of software elements with a time-resolution of only a few seconds. Our series of experiments demonstrate the practical usability of this improved methodology for testing user interfaces. The method of analysis allows us to decide what types of problems are significant to the users, and what types of problems set back the users only slightly. On the other hand, the method allows us to decide, to what extent the found problems and their assessed severity concern all the users in general, or how these things depend on the type and characteristics of the users. At the end of this paper, we will give a brief description of the further development of this INTERFACE methodology: we are in the process of integrating also another physiological channel – Skin Conductance (SC).

9 citations

Journal ArticleDOI
19 Jul 2005
TL;DR: A vallalkozok kockazatvallalasat egy kerdőives, hipotetikus fogadasi helyzetben vizsgaltuk.
Abstract: A vallalkozok kockazatvallalasat egy kerdőives, hipotetikus fogadasi helyzetben vizsgaltuk. A felkinalt helyzetekben a bizonytalansagot es a tet nagysagat varialtuk. A kerdesek egy reszeben ketfele nyeresi, masik reszukben pedig ketfele vesztesi helyzet kozott kellett valasztani. A valasztando alternativak varhato erteke megegyezett. Egy főiskolasokbol allo mintat is bevontunk a vizsgalatba abbol a celbol, hogy a vallalkozokra sajatosan jellemző kockazatvallalasi strategiakat azonositani tudjuk. Eredmenyeink azt mutatjak, hogy a vallalkozok a tet nagysagara fokuszalnak, a valoszinűsegeket sokkal kevesbe veszik figyelembe. Ez a fokusz elterő viselkedest eredmenyez a nyereseges es a veszteseges helyzetekben: a nyereseg lehetősege a nagy tet valasztasara osztonzi a vallalkozokat, mig a veszteseg eseteben eppen a nagy tet (a nagy kockazat) elkerulese jellemzi őket. A főiskolasok strategiaja a nyereseges helyzetben kulonbozik a vallalkozoketol, valasztasaikat jobban befolyasolja a valoszinűseg, mint a tet nagy...

3 citations


Cited by
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Journal ArticleDOI
TL;DR: A systematic review of recent literature addressing engagement in computer games found a diverse range of studies was identified that examined varied aspects of engagement in games including subjective experiences while playing games, the physiological concomitants of these experiences, motives forPlaying games, game usage and time spent playing games and the impact of playing on life satisfaction.

505 citations

Journal ArticleDOI
TL;DR: In this paper, game design features that promote engagement and learning in game-based learning (GBL) settings were investigated, and a set of general recommendations for GBL instructional design was developed.
Abstract: In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general recommendations for GBL instructional design. The findings illustrate the impact of key gaming features in GBL at both cognitive and emotional levels. We also identified gaming trends and several key drivers of engagement created by the gaming features embedded within GBL, as well as external factors that may have influences on engagement and learning.

348 citations

Journal ArticleDOI
TL;DR: This article explored the gamification trend and its potential for experience development and tourism marketing, using a focus group, and explored what drives tourists to play games and found that tourists tend to start with purposive information seeking, then move on to an intrinsic stimulation.
Abstract: Gaming as a cutting-edge concept has recently been used by some innovative tourism sectors as a marketing tool and as a method of deeper engagement with visitors. This research aims to explore the gamification trend and its potential for experience development and tourism marketing. Using a focus group, this paper discusses gaming and tourism, and explores what drives tourists to play games. The results suggest tourists’ game playing motivation is multidimensional. Players tend to start with purposive information seeking, then move on to an intrinsic stimulation. Socialization is also an important dimension. The research demonstrates several implications for tourism marketing.

175 citations

Journal ArticleDOI
TL;DR: This study identifies the constructs that affect male and female students' behavioural intention to use a computer based assessment (CBA) by taking into consideration the genders and indicates that both genders are more likely to use the CBA if it is playful and its content is clear and relative to the course.

171 citations

Journal ArticleDOI
TL;DR: In this article, the authors focus on differences of motivations in relation to single player/multiplayer preference and online/offline game participation and find that challenge is the top ranking motivation and recognition is the lowest ranking motivation for playing computer games in general.
Abstract: Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists who wish to exploit these highly desirable properties for educational purposes. Several studies have been performed looking at motivations for playing computer games in a general context and in a Higher Education (HE) context. These studies did not focus on the differences in motivations between online and offline game players. Equally the studies did not look at the differences in motivations of people who prefer single player games and people who prefer multiplayer games. If games-based learning is to become a recognised teaching approach then such motivations for playing computer games must be better understood. This paper presents the combined analysis of three studies at HE level, performed over a four year period from 2005 to 2009. The paper focuses on differences of motivations in relation to single player/multiplayer preference and online/offline game participation. The study found that challenge is the top ranking motivation and recognition is the lowest ranking motivation for playing computer games in general. Challenge is also the top ranking motivation for playing games in HE while fantasy and recognition are the lowest ranking motivations for playing games in HE. Multiplayer gamers derive more competition, cooperation, recognition, fantasy and curiosity from playing games and online gamers derive more challenge, cooperation, recognition and control from playing games. Multiplayer gamers and online gamers ranked competition, cooperation and recognition significantly more important for playing games in HE than single players and offline participants.

101 citations