4 minute read

Saturday Onsite Presentation Session 4

Psychology (Media & Design)

Session Chair: Ching Chih Liao

15:35-16:00

69062 | Research on User Experience Design of Public Warning System: A Case Study of Earthquake Alert of Mobile Device

Chia-Hua Lin, Tatung University, Taiwan

Yu-Ting Chen, Tatung University, Taiwan

Yi-Qian Lo, Tatung University, Taiwan

The earthquake alert is a warning message the public will receive when an earthquake occurs in Taiwan. Although the information distribution unit is the central government, the core of the construction lacks a user perspective. Through affinity mapping of user experience investigation, it is found that most users want to receive information about "main earthquake", "warning type", "extended disaster", "refuge instruction", "postearthquake related information", and "status report". Next, the three designers are asked to follow the above information requirements and design earthquake alert interfaces. Thirdly, the interface will be adjusted after expert interviews, interface evaluation feedback, and testing. Finally, the formal test passed the usability test of 35 subjects. The research concluded that the information content could be divided into three types: "disaster information", "user guidance", and "the subsequent current situation and others” and found that the information process should be divided into (1) before and during the earthquake (2) the first half of the earthquake (3) the second half of the earthquake (4) the second half of the earthquake. This study has summarized seven critical points of the design interface, including (1) simple and straightforward important text, (2) color discrimination of earthquake levels, (3) simple images related to information transmission, (4) enlargement of important text and images in crises (5) page flashing display can improve the attractiveness to users (6) the design of buttons should have guiding functions (7) complex information can be simplified through links to reduce the burden of users.

16:00-16:25

67468 | Gaming Motivation: Developing a New Tool To Measure Psychological Motivations to Play Video Games

Mustafa Can Gursesli, University of Florence, Italy

Alessia Martucci, University of Florence, Italy

Mirko Duradoni, University of Florence, Italy

Andrea Guazzini, University of Florence, Italy

Alan Mattiassi, University of Florence, Italy

Video games are rapidly becoming a part of our daily life, both for entertainment and learning purposes, and people of every age play them. The literature about gaming motivation has exponentially increased in recent years and researchers are thriving to understand what pushes people into playing video games by building scales that are able to do so. In this study, we have developed and validated a scale to investigate and assess the psychological gaming motivation that leads people to use video games to satisfy their basic needs without relying on a specific type of video games on the Italian gaming population. The proposed scale included 99 items that were administered to 543 players. Exploratory Factor Analysis partially confirmed the initial theoretical framework of 18 factors and lead to a new 16 model factor: 12 were already quite established in the literature (autonomy/ creativity; boredom; competition; completionism; coping; diversion; entertainment; escapism; habit; nostalgia; self - esteem and social), 2 resulted as the integration of two already existing motivations (immersion and fantasy; challenge and mastery), 2 were completely new (aggressivity and freedom). Younger and less educated people have stronger motivation than adult players; gender comparisons showed that males play mainly for competition and mental challenge reasons, while females for escapism and completionism reasons. Regarding the type of games, PvP players play mostly for competition, challenge, self - esteem and social reasons, while PvE players play usually for coping, immersion/fantasy, and competition reasons.

16:25-16:50

68832 | The Relationship Among Internet Celebrity Worship, Internet Celebrity Following Behavior, Live Stream Watching Behavior, and the Problematic Live Stream Watching Behavior of Taiwanese Teenagers

Fu-Yuan Hong, Institute Graduate of Physical Education, Taiwan

This study selects 490 junior high school students, 926 senior high school students, and 1,416 junior-senior school students in Taiwan as the research subjects, and applies a watching live streams questionnaire for teenagers, an Internet celebrity worship scale, live stream watching behavior scale, Internet celebrity following behavior scale, and a problematic live stream watching behavior scale for testing, and the data are analyzed by structural equation modeling. The results show that: (1) 60% of junior-senior high school students in Taiwan like using their mobile phones at home and watching live streams by themselves, most of them watch live streams at zero cost, and mainly watch e-sports live streams and star live streams; (2) The hypothesis model proposed in this study assumed that there is a significant relationship between Internet celebrity worship, the watching live streaming behavior, Internet celebrity following behavior, and the problematic live stream watching behavior. The adaptation values are χ2 (59, n=1416) =9.596, p=0.000, GFI=0.941, CFI=0.970, and RMSEA=0.078, and the adaptation result is ideal; (3) The indirect effects of Internet celebrity worshipping on the problematic live stream watching behavior, watching live stream behavior on the problematic live stream watching behavior, and Internet celebrity worshipping on Internet celebrity following behavior were .44, 039, and .03, respectively. Finally, the results of this study are discussed, and suggestions for schools, adolescents, and future research are put forward.

16:50-17:15

69225 | Emotional Responses to Different Modes of Occlusion Applied to Phrases Expressing Situational/ Emotional Concepts

Ching

Chih Liao, Ming Chuan University, Taiwan

In prior basic research exploring the influence of different Chinese character structures and varied positions of occlusion, the speed and accuracy of character reading recognition has been explored. Based on those cumulative research results, this study extends the investigation from occluding single words to occluding phrases. The experimental design uses mode of occlusion (n=8) and phrases expressing emotional or situational concepts (n=5) as independent variables to measure the dependent variable of emotional response. The purposes of this research are to understand: 1. Whether text-occluding techniques are more conducive to emotional arousal than normal text; 2. Whether different modes of occlusion can evoke different degrees of emotion for the same phrase; and 3. Whether the mode of occlusion by visible object is more conducive to emotional arousal than the mode of occlusion by invisible object. The data was analyzed using repeated measures and the results showed that different occluding modes do affect the strength of the emotional response to the same emotional phrase. It was found that the occluding mode of "fading, covering strokes with objects" has the most significant emotional connection for each phrase. In comparison, the same phrases with no occlusion elicited the least emotional response from participants. The most common emotional response to the five phrases with different occlusion modes was “calm” with the exceptions of the emotional responses of “astonished” for ‘stepping on land mines’ and “calm and happy” for ‘beer festival (Oktoberfest)’.

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