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Rater Cognition in L2 Speaking Assessment: A Review of the Literature
This literature review attempts to survey representative studies within the context of L2 speaking assessment that have contributed to the conceptualization of rater cognition. Two types of studies are looked at: 1) studies that examine how raters differ (and sometimes agree) in their cognitive processes and rating behaviors, in terms of their focus and feature attention, their approaches to scoring, and their treatment of the scoring criteria and non-criteria relevant aspects and features of the speaking performance; 2) studies that explore why raters differ, through the analysis of the interactions between several rater background factors (i.e., rater language background, rater experience and rater training) and their rating behaviors and decision-making processes. The two types of studies have improved our understanding of the nature and the causes of rater variability in their perception and evaluation of L2 speech. However, very few of those studies has drawn on existing theories of human information processing and research on strategy use, which can explain on a cognitive-processing (Purpura, 2014) level what goes on in raters’ mind during assessment. It is argued as a final conclusion that only based on established frameworks of human information processing and research on (meta)cognitive strategy use can rater cognition be explored with more depth and breadth
FEMALE DATING SIMULATOR GAMERS’MOTIVATIONS AND DEVELOPING PARASOCIAL RELATIONSHIPS WITH GAME CHARACTERS
This study tests Chinese female gamers develop parasocial relationships with game characters and explore their motivations for playing a popular Chinese dating game – Mr Love: Queen’s Choice. This thesis contains the parasocial relationships theory, uses and gratifications theory, and reviewing the development of female-oriented dating simulators, which is a type of video game with dating and romantic development relationships as the primary purpose. A survey in China with a sample size of 290 participants were recruited to test the research questions and hypotheses, and 10 people were recruited to pre-test the survey questions. This study found that game exposures related to parasocial relationships with game characters. The study also identified three motivators that influence people to play female-oriented dating simulators: gratification, social interactions, and escapism. These key findings provide direction for future academic research and game developers on the female-oriented video games.
This research is able to provide a better understanding of how two dimensions – Chinese gamers’ emotional attachment (parasocial relationships) with male game characters and three motivations (gratification, social interactions, and escapism) – influence the dating video game playing, an new insight has not been examined previously in the previous game genre literature
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