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Emotion management and highly interactivity video games: Examining emotion change in relation to arousal, involvement, and enjoyment.

机译:情绪管理和高度互动的视频游戏:检查与唤醒,参与和娱乐有关的情绪变化。

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摘要

The purposes of this study were to examine the role of interactivity within video games on the emotion change process, and the association among enjoyment, arousal, involvement and emotion change. The researcher predicted that highly interactive video game players would experience more arousal, involvement and enjoyment than low interactive video game players, and thus a greater emotion management effect would be found with the highly interactive video game than the low interactive video game. Furthermore, enjoyment would be associated with involvement and arousal in the highly interactive video game condition. Gaming performance was assumed to be correlated with enjoyment and emotion change. The participants were recruited for several undergraduate classes at FSU, and randomly assigned to one of the three interactivity conditions (Wii gaming, Flash gaming, and DVD watching).;The results demonstrated that (1) interactivity within video games influences the overall emotion management effect, (2) only highly interactive video gamers can simultaneously increase positive affects and decrease negative affects, (3) highly interactive video games produce the greatest arousal, involvement and enjoyment out of the three conditions, (4) two affect-related components, arousal and involvement are correlated with an increase in positive affect, (5) enjoyment is correlated with an increase in positive affect, (6) enjoyment is correlated with arousal, involvement and gaming performance, and (7) gaming performance is correlated with a change in both positive and negative affect.
机译:这项研究的目的是研究电子游戏中的交互作用在情绪变化过程中的作用,以及娱乐,唤醒,参与和情绪变化之间的关联。研究人员预测,高度互动的视频游戏玩家将比低互动视频游戏者体验更多的唤醒,参与和娱乐,因此,与低互动视频游戏者相比,高互动视频游戏将获得更大的情感管理效果。此外,在高度互动的视频游戏条件下,娱乐会与参与和唤醒相关联。假定游戏性能与娱乐和情绪变化相关。参与者被招募到FSU的几个本科班,并随机分配给三种交互条件(Wii游戏,Flash游戏和DVD观看)之一;结果表明:(1)视频游戏中的交互影响整体情绪管理效果;(2)只有高度互动的视频游戏玩家才能同时增加正面影响和减少负面影响;(3)高度互动的视频游戏在三种情况中产生最大的唤醒,参与和享受,(4)与情感相关的两个组成部分,唤醒和参与与积极影响的增加相关;(5)享乐与积极影响的增加相关;(6)享受与唤醒,参与和游戏性能相关;(7)游戏性能与变化相关在积极和消极的影响。

著录项

  • 作者

    Chen, Yen-Shen.;

  • 作者单位

    The Florida State University.;

  • 授予单位 The Florida State University.;
  • 学科 Multimedia Communications.;Mass Communications.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 100 p.
  • 总页数 100
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:45:43

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