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Between Challenge and Defeat: Repeated Player-Death and Game Enjoyment

机译:在挑战与失败之间:反复的玩家死亡和游戏乐趣

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This article contributes to research on the complex relation between dying in a digital game and player experience. In this article, we extend recent findings (Ravaja, Turpeinen, Saari, Kelti-kangas-Järvinen, & Puttonen, 200822. Ravaja, N., Turpeinen, M., Saari, T., Keltikangas-Järvinen, L. and Puttonen, S. 2008. The psychology of James Bond: Phasic emotional responses to violent video game events. Emotion, 8: 114-120. doi:10.1037/1528-3542.8.1.114[CrossRef], [PubMed], [Web of Science ®]View all references) indicating that player death may induce positive affect. The study explored whether smiling upon dying in a game should be attributed to transient relief experiences or, instead, related to being challenged to try harder. Facial expressions were recorded while players experienced frequent deaths and occasionally reached safe zones in a shooter game. Players, indeed, smiled after dying, as testified by deactivation of the corrugator supercilii and activation of the zygomaticus major. Although retrospective subjective evaluations showed player-death events were appraised negatively, importantly, zygomaticus major activation decreased with repeated player-deaths. Moreover, safe zones did not result in patterns of facial electromyography activity indicating pleasure, countering a transient relief explanation. We propose that, as part of the ongoing game, player death reinforces the sense of challenge that the game offers. While dying may not be fun in itself, being challenged may initially be experienced as enjoyable and, therefore, evoke a smile. Without clear progress in the game and a lost sense of challenge, however, dying is no longer a laughing matter.View full textDownload full textRelated var addthis_config = { ui_cobrand: "Taylor & Francis Online", services_compact: "citeulike,netvibes,twitter,technorati,delicious,linkedin,facebook,stumbleupon,digg,google,more", pubid: "ra-4dff56cd6bb1830b" }; Add to shortlist Link Permalink http://dx.doi.org/10.1080/15213269.2012.723117
机译:本文致力于研究数字游戏中的死亡与玩家体验之间的复杂关系。在本文中,我们扩展了最近的发现(Ravaja,Turpeinen,Saari,Kelti-kangas-Järvinen和Puttonen,200822。Ravaja,N.,Turpeinen,M.,Saari,T.,Keltikangas-Järvinen,L 。and Puttonen,S. 2008.詹姆斯·邦德的心理学:对暴力视频游戏事件的阶段性情感反应。情感,8:114-120。doi:10.1037 / 1528-3542.8.1.114 [CrossRef],[PubMed],[Web (查看所有参考文献),表明玩家死亡可能会产生积极影响。该研究探讨了在游戏中垂死微笑是否应该归因于短暂的救济经历,还是应该归因于挑战自己的努力。记录面部表情,同时玩家经历频繁的死亡并在射击游戏中偶尔到达安全区域。的确,玩家死后会微笑,这是由瓦楞纸板的上层钝化和major骨的激活引起的。尽管回顾性主观评估显示对玩家死亡事件的评价为负面,但重要的是,虫的主要激活随着玩家死亡的重复而降低。此外,安全区域并未导致面部肌电图活动显示愉悦感,这与短暂缓解的解释相反。我们建议,作为正在进行的游戏的一部分,玩家死亡可以增强游戏所带来的挑战感。垂死本身可能并不有趣,但最初可能会觉得挑战是愉快的,因此唤起了微笑。但是,如果游戏中没有明显的进步,也没有失去挑战的感觉,那么死亡就不再是一件大笑的事。查看全文下载全文相关的var addthis_config = {ui_cobrand:“ Taylor&Francis Online”,services_compact:“ citeulike,netvibes,twitter, technorati,delicious,linkedin,facebook,stumbleupon,digg,google,more“,发布:” ra-4dff56cd6bb1830b“};添加到候选列表链接永久链接http://dx.doi.org/10.1080/15213269.2012.723117

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