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2024年11月26日 星期二

Exploring online game players' flow experiences and positive affect

 探索線上遊戲玩家的心流體驗與正向情緒


摘要

The authors conducted two studies to explore online game players' flow experiences and positive affect. Our findings indicated that online game are capable of evoking flow experiences and positive affect, and games of violent or nonviolent type may not arouse players' aggression. The players could be placed into four flow conditions: Flow, boredom, anxiety, and apathy, as determined by level of perceived challenges and skills. The majority of players entered the flow condition when playing violent or non-violent online game. The path analysis results suggested that violent online games may have a significant but indirect effect on positive affect via flow experience mediation. 

作者關鍵字

AggressionFlowNon-violent online gameOnline game playViolent online game


項目 內容摘要 翻譯
研究目的 To examine the effects of violent and nonviolent online games on players’ flow experiences and positive affect, while investigating if such games induce aggression. 探討暴力與非暴力線上遊戲對玩家心流體驗與正向情緒的影響,並調查此類遊戲是否引發攻擊性行為。
研究問題 1. Do violent and nonviolent online games trigger different levels of flow experiences and positive affect?2. Do violent games increase aggression in players? 1. 暴力與非暴力線上遊戲是否引發不同程度的心流體驗與正向情緒?2. 暴力遊戲是否會增加玩家的攻擊性?
研究方法 - Study 1: 30 college students, experiment with pretest-posttest design, violent (GTA) and nonviolent (Mario Racing) games.- Study 2: 337 college students surveyed for flow and positive affect. - 研究1:30名大學生,使用前後測實驗設計,遊戲為暴力(GTA)與非暴力(Mario賽車)。- 研究2:對337名大學生進行調查,測量心流與正向情緒。
主要結果 1. Nonviolent games triggered higher flow experiences and positive affect compared to violent games.2. Neither game type increased aggression. 1. 非暴力遊戲比暴力遊戲引發更高的心流體驗與正向情緒。2. 兩種遊戲類型都未增加攻擊性。
研究限制 - Small sample size in Study 1.- Limited focus on college students.- Gender imbalance in Study 1 (majority female). - 研究1樣本量較小。- 僅聚焦於大學生。- 研究1性別比例失衡(女性居多)。
未來研究方向 1. Explore the effects of violent and nonviolent games on younger populations.2. Investigate long-term impacts of flow experiences.3. Develop more balanced gender samples. 1. 探討暴力與非暴力遊戲對年輕群體的影響。2. 調查心流體驗的長期影響。3. 開發更性別平衡的樣本。

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Cite Article

Chiang, Y.-T., Lin, S. S. J., Cheng, C.-Y., & Liu, E. Z.-F. (2003). Exploring online game players' flow experiences and positive affect. Turkish Online Journal of Educational Technology, 2(1), 78–84. Retrieved from https://www.researchgate.net/publication/232716614_Exploring_online_game_players'_flow_experiences_and_positive_affect

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