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Survey of domestic students are fond of casual puzzle games - LED Spotlights Outdoor by wre dfbbbbb





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Survey of domestic students are fond of casual puzzle games - LED Spotlights Outdoor by
Article Posted: 08/01/2011
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Articles Written: 840
Word Count: 897
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Survey of domestic students are fond of casual puzzle games - LED Spotlights Outdoor


 
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Present, Network Games have become big Student Daily Life Part. Online games on students learning conditions, daily life, values, generate the kind of impact? Network game in the values of what? The behavior of the game, the concept of practice is a direct impact on their real life? For an objective, in-depth understanding of these issues, the spring of 2007, nine provinces and autonomous regions across the country, 10 College The 4811 college students, using web-based survey, questionnaires, interviews combination carried out special investigations on the depth of online games.

The survey found that respondents play online games that normal college students, Liu Cheng of the respondents play online games, there is about 10% of online game addicted. 61.2% of the respondents have the students play on Online games Non-intervention approach, if not praised (11.2% of students praise, admiration), but will not despise (4.4% of the students to look down, not agree), play online games on their own behavior does not hide. 61.6% (2964 persons) have participated in online gaming behavior and experience, of which about 10% of respondents state obsessed with network games: play all night or more than 11 hours per week over four times. Play the game spent more than 10% of their daily expenses more than frequent items and account trading network.

The survey found that college students casual puzzle game in the most popular, followed by the human role-playing, strategy and tactics, sports competition and the Music Dance. Boys prefer to play the human role-playing, strategy and tactics, sports competition, while girls prefer to dance and music, chess and board games. Boys will game as a microcosm of life, care about winning or losing; while women enjoy the game more willing to process the appeal.

Respondents play online games most important thing is to spend their time, ease the pressure of reality. Half (50.9%) of respondents play games have a strong purpose, are usually used to kill time and ease the pressure on the reality, the online games as a way of excretion of the depressed mind. Student D said, "experience points, go an 'suck things, that in a bad mood, they play, play will feel very relaxed, do not think about those things." There are some students who wish to experience a sense of accomplishment in the game and find self, students E said, feeling in the game which is one of the world it felt quite good, in reality, there can not be achieved, can be achieved in the game. One-third of respondents believed that online games are and a way to contact classmates and friends, 15.9% of the students that online games have become part of everyday life.

Survey respondents in network game show more materialistic, violent, and harder to keep the moral friends. Although 81.4% of respondents believe that Computer Friends in the game is to help each other Cooperation , Mutual trust and sincere. If student B, "in the game which you have to dry everything must work together with others, to do better." But there are also 13.9% of respondents felt that the game in the network of mutual friends can use , while the benefits in the event of war, there are nearly one-third (34.8%) of respondents choose to hurt a friend, a similar scenario in real life, only 24% of students would go to harm a friend.

Network easy for the identity of covert acts of the respondents even more to lose, the student A said: "there is a saying on the Internet, no one I do not know the opposite is a human or a dog, you are only a representative of the network properties only So you want to do whatever in there, nothing can be taken into account, I curse a curse on it, under the machine, this has nothing to do with me. "

Survey found that about half of the respondents participate in online games online games will distinguish between real life and a quarter of respondents did not distinguish between online game world and real life: they may be used in real life values in the network game, the game may be the network's utility values and violent tendencies into real life. 45.5% of respondents consider themselves in the gaming and real life are sometimes the same, sometimes different. 24.1% of respondents have online games and in real life the same behavior. This part of the students do not distinguish between reality and game situations, online games and real life a high degree of mutual influence. If student A said: "The network is the social and moral rules of the game rules, there will be little conflict." There are 23.2% of respondents believe that online games should be dealing with the issues and deal with the problem in reality, to distinguish such respondents are sensible enough to recognize the network the distinction between games and real life, their networks and influence each other in real life is very low, the students talked about D: "What in the game, I do touch on the steal, not to find on-line . but the reality No Yes, if non-compliance on the go

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