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Exploring the effects of videogame play on creativity performance and emotional responses

机译:探索视频游戏对创造力和情感反应的影响

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The effects of videogame play is a growing research field in the recent decades, however, little is known about how 'out-of-school' use of videogames influences creativity and emotions. This interdisciplinary study employed a within-participant design to explore the effects of two different types of online videogames (an action videogame and a non-action videogame) on subsequent creativity performance measured using an idea generation task and emotional responses. Results showed that after playing the action game participants performed higher on originality, elaboration and flexibility than after playing the non-action game, but not productivity. Furthermore, playing both types of game elicited positive emotion (i.e., pleasantness) high in approach motivation (i.e., desire). However, action video game play elicited higher arousal and stress than non-action videogame play. The current research suggests that the relationships between the quantity (productivity and flexibility) and the quality (in this paper, originality and elaboration) of creativity performance may be complex and emotional response of arousal might be a significant emotional factor which influences subsequent creativity performance after videogame play. The cognitive and emotional effects of videogames are discussed along with implications for future emotion-creativity-videogame research. (C) 2015 Elsevier Ltd. All rights reserved.
机译:电子游戏玩法的影响是近几十年来不断发展的研究领域,然而,人们对“校外”使用电子游戏如何影响创造力和情感知之甚少。这项跨学科研究采用参与者内部设计,探索了两种不同类型的在线视频游戏(动作视频游戏和非动作视频游戏)对使用创意产生任务和情感反应测验的后续创造力表现的影响。结果表明,玩过动作游戏后,参与者在原创性,精致度和灵活性上的表现要比玩过非动作游戏后更高,但生产力却没有。此外,玩两种类型的游戏都引起接近动机(即欲望)高的积极情绪(即愉悦)。然而,与非动作视频游戏相比,动作视频游戏引起更高的唤醒和压力。当前的研究表明,创造力表现的数量(生产力和灵活性)与质量(本文中的原创性和精细化)之间的关系可能很复杂,唤醒的情绪反应可能是一个重要的情绪因素,会影响随后的创造力表现。电子游戏。讨论了视频游戏的认知和情感影响,以及对未来情感创造力视频游戏研究的启示。 (C)2015 Elsevier Ltd.保留所有权利。

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