title: Maori & Psychology Research Unit annual report 2009

authors: Rua, Mohi

subjects: Maori and Psychology Research Unit

abstract: Annual report of the Maori and Psychology Research Unit (MPRU) 2009. The unit was established in August of 1997. The unit is designed to provide a catalyst and support network for enhancing research concerning the psychological needs, aspirations, and priorities of Maori people. The MPRU is well situated to draw together skilled and experienced interdisciplinary research groups by networking and establishing working relationships with staff and students within the Faculty of Arts and Social Sciences, the University, and the wider community.

text: Maori & Psychology Research Unit annual report 2009 Annual report of the Maori and Psychology Research Unit (MPRU) 2009. The unit was established in August of 1997. The unit is designed to provide a catalyst and support network for enhancing research concerning the psychological needs, aspirations, and priorities of Maori people. The MPRU is well situated to draw together skilled and experienced interdisciplinary research groups by networking and establishing working relationships with staff and students within the Faculty of Arts and Social Sciences, the University, and the wider community.

year: 2010

title: Ethics in Maori research: Working paper

authors: Cram, Fiona

subjects: Maori

abstract: When we think about what we are doing as researchers, one of our main tasks is to acquire knowledge. For some researchers their task begins and ends there. Knowledge is viewed as cumulative, that by adding to some knowledge pool we will one day be able to put the component parts together and discover universal laws. Many researchers also assume that the knowledge they have collected is objective, value-free and apolitical. This is part of psychologists’ ‘physics envy’. A Maori view of knowledge is very different from this. For Maori the purpose of knowledge is to uphold the interests and the mana of the group; it serves the community. Researchers are not building up their own status; they are fighting for the betterment of their iwi and for Maori people in general.

text: Ethics in Maori research: Working paper When we think about what we are doing as researchers, one of our main tasks is to acquire knowledge. For some researchers their task begins and ends there. Knowledge is viewed as cumulative, that by adding to some knowledge pool we will one day be able to put the component parts together and discover universal laws. Many researchers also assume that the knowledge they have collected is objective, value-free and apolitical. This is part of psychologists’ ‘physics envy’. A Maori view of knowledge is very different from this. For Maori the purpose of knowledge is to uphold the interests and the mana of the group; it serves the community. Researchers are not building up their own status; they are fighting for the betterment of their iwi and for Maori people in general.

year: 1993

title: Exploring the cause of game (derived) arousal: What biometric accounts of player experience revealed

authors: Schott, Gareth R.

subjects: violence

abstract: The function of this paper is to present research findings that ordinarily would never see the light of day, not because they have no value or significance, but they might seem marginal and less significant given the main focus of the research conducted. When studying player experience, there is value in widening the focus of research to avoid attributing too much value to one kind of experience over others. The findings presented here come from a much larger three-year research study into player experiences with games containing violence. The broad intent of the study was to query the strong association between effects research and responsive regulation measures (game classification). The research was guided by the idea that exploring “the extent to which the public’s perception of causal links between game playing and various social ills’ might be ‘moderated or even undermined by [knowledge of] how players actually respond to and negotiate their way through the content and characteristics of the medium” (OFLC, 2009, p. 24). To do this, the research employed a mixed methodology to examine player experience (as introduced in Schott et al., 2013a). The study produced a number of data points in order to characterize the multi-dimensional nature of players’ experiences. This paper focuses specifically on the outcome of utilizing a biometric measure (GSR) as a guide for determining which aspects, from game experiences that required hours of game play, should be assessed for their significance. The value of employing GSR as a textually neutral method for detecting which aspects of a game had an impact on players is assessed.

text: Exploring the cause of game (derived) arousal: What biometric accounts of player experience revealed The function of this paper is to present research findings that ordinarily would never see the light of day, not because they have no value or significance, but they might seem marginal and less significant given the main focus of the research conducted. When studying player experience, there is value in widening the focus of research to avoid attributing too much value to one kind of experience over others. The findings presented here come from a much larger three-year research study into player experiences with games containing violence. The broad intent of the study was to query the strong association between effects research and responsive regulation measures (game classification). The research was guided by the idea that exploring “the extent to which the public’s perception of causal links between game playing and various social ills’ might be ‘moderated or even undermined by [knowledge of] how players actually respond to and negotiate their way through the content and characteristics of the medium” (OFLC, 2009, p. 24). To do this, the research employed a mixed methodology to examine player experience (as introduced in Schott et al., 2013a). The study produced a number of data points in order to characterize the multi-dimensional nature of players’ experiences. This paper focuses specifically on the outcome of utilizing a biometric measure (GSR) as a guide for determining which aspects, from game experiences that required hours of game play, should be assessed for their significance. The value of employing GSR as a textually neutral method for detecting which aspects of a game had an impact on players is assessed.

year: 2016