Figure 2 - uploaded by Sean Brantley
Content may be subject to copyright.
Histogram displaying the global player distributions of the nine LOL ranks and outlining the two ranked populations used in this study. Data were gathered from League of Graphs (2021). Created with BioRender.com
Source publication
This study investigates placebos and video games’ usefulness as psychological research tools. One proposed underlying mechanism of the placebo effect is participants’ expectations. Such expectation effects exist in sports psychology and healthcare domains, but inconsistent findings have emerged on whether similar effects impact a participants’ cogn...
Context in source publication
Context 1
... provenance state creates starting state task standardization like established experiments ( Kohwalter et al., 2018). Third, this game boasts two mathematically derived in-game skill measures, an Elo ladder (Figure 2), which is considered a player's peak in-game skill, and champion mastery points (CMP), an accumulation of champion-specific performance-based experience points, equating to time spent playing that champion ( Do et al., 2020;Li et al., 2020). Together when these skill indicators are combined, they allow researchers to account for two levels of expertise, mitigating statistical noise surrounding expertise inherent within any naturalistic task. ...
Similar publications
The boundary between highly engaged and problematic video gaming is often debated in the behavioral addictions field. The present study assessed whether quality of life, motivational and protective factors may differentiate high-frequency gamers (i.e., those who play 30+ hours per week) who did, and did not, meet the DSM-5 criteria for gaming disor...
Relationship between passion for playing video games and behavioral school engagement: Mediation through time spent playing. Abstract The aim of this study was to examine the relationship of harmonious and obsessive passion for playing video games with behavioral school engagement, and to determine whether these two types of passion are indirectly...
Today, avatars often represent users in digital worlds such as in video games or workplace applications. Avatars embody the user and perform their actions in these artificial environments. As a result, users sometimes develop the feeling that their self merges with their avatar. The user realizes that they are the avatar, but the avatar is also the...