We’re All in This (Game) Together
暂无分享,去创建一个
[1] Janet Fulk,et al. Not in the Mood? Affective State and Transactive Communication , 2014 .
[2] P. M. Podsakoff,et al. Self-Reports in Organizational Research: Problems and Prospects , 1986 .
[3] R. Rice,et al. Electronic Emotion , 1987 .
[4] Kristopher J Preacher,et al. Effect size measures for mediation models: quantitative strategies for communicating indirect effects. , 2011, Psychological methods.
[5] F. Biocca,et al. Internal Consistency and Reliability of the Networked Minds Social Presence Measure , 2006 .
[6] Y. Connie Yuan,et al. Expertise Directory Development, Shared Task Interdependence, and Strength of Communication Network Ties as Multilevel Predictors of Expertise Exchange in Transactive Memory Work Groups , 2010, Commun. Res..
[7] Joann Keyton. Introduction The Relational Side of Groups , 2000 .
[8] Kyle Lewis,et al. Transactive Memory Systems: Current Issues and Future Research Directions , 2011, Organ. Sci..
[9] Scott E. Caplan,et al. Can You Hear Me Now? The Impact of Voice in an Online Gaming Community , 2007 .
[10] Y. Connie Yuan,et al. Access to Information in Connective and Communal Transactive Memory Systems , 2007, Commun. Res..
[11] John L. Sherry,et al. Narrative and interactivity in computer games , 2006 .
[12] Seung-A. Annie Jin,et al. Parasocial Interaction with an Avatar in Second Life: A Typology of the Self and an Empirical Test of the Mediating Role of Social Presence , 2010, PRESENCE: Teleoperators and Virtual Environments.
[13] Scott B. MacKenzie,et al. Common method biases in behavioral research: a critical review of the literature and recommended remedies. , 2003, The Journal of applied psychology.
[14] Richard L. Moreland,et al. Transactive Memory in the Classroom , 2009 .
[15] R. Moreland,et al. Group Versus Individual Training and Group Performance: The Mediating Role of Transactive Memory , 1995 .
[16] Dmitri Williams,et al. The Mapping Principle, and a Research Framework for Virtual Worlds , 2010 .
[17] A. Hollingshead. Perceptions of Expertise and Transactive Memory in Work Relationships , 2000 .
[18] Kyle Lewis,et al. Knowledge and Performance in Knowledge-Worker Teams: A Longitudinal Study of Transactive Memory Systems , 2004, Manag. Sci..
[19] James H. Wirth,et al. Using virtual game environments to study group behaviour , 2011 .
[20] K. M. Lee,et al. Can robots manifest personality? : An empirical test of personality recognition, social responses, and social presence in human-robot interaction , 2006 .
[21] Bartholomäus Wissmath,et al. Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment , 2008, Comput. Hum. Behav..
[22] A. Hollingshead,et al. Gender Stereotypes and Assumptions about Expertise in Transactive Memory , 2003 .
[23] R. Moreland,et al. Exploring the Performance Benefits of Group Training: Transactive Memory or Improved Communication? , 2000 .
[24] E. Thorndike. A constant error in psychological ratings. , 1920 .
[25] Kyle Lewis,et al. Transactive Memory Systems, Learning, and Learning Transfer , 2005, Organ. Sci..
[26] Youngjin Yoo,et al. DEVELOPMENTS OF TRANSACTIVE MEMORY SYSTEMS AND COLLECTIVE MIND IN VIRTUAL TEAMS , 2001 .
[27] John R. Austin. Transactive memory in organizational groups: the effects of content, consensus, specialization, and accuracy on group performance. , 2003, The Journal of applied psychology.
[28] C. Nass,et al. The Multiple Source Effect and Synthesized Speech: Doubly-Disembodied Language as a Conceptual Framework , 2004 .
[29] Youngjin Yoo,et al. The Impact of Knowledge Coordination on Virtual Team Performance Over Time , 2007, MIS Q..
[30] Ulrike Lechner,et al. TRANSACTIVE MEMORY SYSTEMS AND SHARED SITUATION AWARENESS: A WORLD OF WARCRAFT EXPERIMENT , 2009 .
[31] Paul Skalski,et al. The Role of Social Presence in Interactive Agent-Based Persuasion , 2007 .
[32] Andrea B. Hollingshead,et al. Potential Benefits of Communication in Transactive Memory Systems , 2003 .
[33] Kyle Lewis,et al. Group cognition, membership change, and performance: Investigating the benefits and detriments of collective knowledge ☆ , 2007 .
[34] C. Nass,et al. Social-Psychological Origins of Feelings of Presence: Creating Social Presence With Machine-Generated Voices , 2005 .
[35] John Short,et al. The social psychology of telecommunications , 1976 .
[36] A. Hollingshead. Communication, Learning, and Retrieval in Transactive Memory Systems☆☆☆ , 1998 .
[37] D. A. Kenny,et al. The moderator-mediator variable distinction in social psychological research: conceptual, strategic, and statistical considerations. , 1986, Journal of personality and social psychology.
[38] A. Hayes. Introduction to Mediation, Moderation, and Conditional Process Analysis: A Regression-Based Approach , 2013 .
[39] A. Hollingshead. Cognitive interdependence and convergent expectations in transactive memory. , 2001, Journal of personality and social psychology.
[40] Peter Vorderer,et al. Video Game Uses and Gratifications as Predicators of Use and Game Preference , 2012 .
[41] John M. Levine,et al. Creating the Ideal Group: Composition Effects at Work , 2018, Understanding Group Behavior.
[42] Jaideep Srivastava,et al. Please Scroll down for Article Communication Methods and Measures the Virtual Worlds Exploratorium: Using Large-scale Data and Computational Techniques for Communication Research the Virtual Worlds Exploratorium: Using Large-scale Data and Computational Techniques for Communication Research , 2022 .
[43] Jacob Cohen. Statistical Power Analysis for the Behavioral Sciences , 1969, The SAGE Encyclopedia of Research Design.
[44] Kyle Lewis. Measuring transactive memory systems in the field: scale development and validation. , 2003, The Journal of applied psychology.
[45] Robert J. Moore,et al. "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.
[46] D. Wegner. Transactive Memory: A Contemporary Analysis of the Group Mind , 1987 .
[47] Jorge Peña,et al. An Analysis of Socioemotional and Task Communication in Online Multiplayer Video Games , 2006, Commun. Res..
[48] Marko Turpeinen,et al. Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? , 2006, PRESENCE: Teleoperators and Virtual Environments.
[49] John Byrne,et al. Knowledge Networks in New Product Development Projects: A Transactive Memory Perspective , 2005, Inf. Manag..
[50] M. Lindell,et al. Accounting for common method variance in cross-sectional research designs. , 2001, The Journal of applied psychology.
[51] Byron Reeves,et al. Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player , 2010, Int. J. Hum. Comput. Stud..
[52] Steve W. J. Kozlowski. Groups and Teams in Organizations: Studying the Multilevel Dynamics of Emergence , 2012 .
[53] Julia V. Gallenkamp,et al. Antecedents of Transactive Memory Systems in Virtual Teams--The Role of Communication, Culture, and Team Size , 2012, 2012 45th Hawaii International Conference on System Sciences.
[54] RavajaNiklas,et al. Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? , 2006 .
[55] Seung-A. Annie Jin,et al. “It Feels Right. Therefore, I Feel Present and Enjoy”: The Effects of Regulatory Fit and the Mediating Roles of Social Presence and Self-Presence in Avatar-Based 3D Virtual Environments , 2011, PRESENCE: Teleoperators and Virtual Environments.
[56] E.,et al. GROUPS : INTERACTION AND PERFORMANCE , 2001 .
[57] Adam S. Kahn,et al. Trojan Player Typology , 2015 .
[58] Kwan Min Lee,et al. Why Presence Occurs: Evolutionary Psychology, Media Equation, and Presence , 2004, Presence: Teleoperators & Virtual Environments.
[59] Mark D. Griffiths,et al. Demographic Factors and Playing Variables in Online Computer Gaming , 2004, Cyberpsychology Behav. Soc. Netw..
[60] J. Walther. Interpersonal Effects in Computer-Mediated Interaction , 1992 .
[61] P. Lachenbruch. Statistical Power Analysis for the Behavioral Sciences (2nd ed.) , 1989 .
[62] Adam S. Kahn,et al. Games, Online and off , 2013 .
[63] Rabindra A. Ratan,et al. The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations , 2015, Comput. Hum. Behav..
[64] F. Biocca,et al. Internal Consistency and Reliability of the Networked MindsMeasure of Social Presence , 2004 .
[65] Jennifer L. Gregg,et al. The Networked Minds Measure of Social Presence : Pilot Test of the Factor Structure and Concurrent Validity , 2001 .
[66] F. Biocca,et al. Guide to the Networked Minds Social Presence Inventory v. 1.2 , 2003 .
[67] R. Moreland. Transactive memory: Learning who knows what in work groups and organizations. , 1999 .
[68] Paul D. Cheney,et al. The Impact of Group Size and Social Presence on Small-Group Communication , 2006 .
[69] Frank Biocca,et al. Toward a More Robust Theory and Measure of Social Presence: Review and Suggested Criteria , 2003, Presence: Teleoperators & Virtual Environments.
[70] Kristopher J Preacher,et al. Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models , 2008, Behavior research methods.
[71] Rabindra A. Ratan,et al. Why We Distort in Self-Report: Predictors of Self-Report Errors in Video Game Play , 2014, J. Comput. Mediat. Commun..
[72] Edward Castronova,et al. Petri Dishes, Rat Mazes, and Supercolliders , 2009 .
[73] Andrea B. Hollingshead,et al. Transactive Memory Systems in Organizations: Matching Tasks, Expertise, and People , 2004, Organ. Sci..
[74] Kristopher J Preacher,et al. SPSS and SAS procedures for estimating indirect effects in simple mediation models , 2004, Behavior research methods, instruments, & computers : a journal of the Psychonomic Society, Inc.