首页> 外文期刊>International journal of computer games technology >More Than Flow: Revisiting the Theory of Four Channels of Flow
【24h】

More Than Flow: Revisiting the Theory of Four Channels of Flow

机译:超越流动:重新审视流动的四通道理论

获取原文
       

摘要

Flow (FCF) theory has received considerable attention in recent decades. In addition to flow, FCF theory proposed three influential factors, that is, boredom, frustration, and apathy. While these factors have received relatively less attention than flow, Internet applications have grown exponentially, warranting a closer reexamination of the applicability of the FCF theory. Thus, this study tested the theory that high/low levels of skill and challenge lead to four channels of flow. The study sample included 253 online gamers who provided valid responses to an online survey. Analytical results support the FCF theory, although a few exceptions were noted. First, skill was insignificantly related to apathy, possibly because low-skill users can realize significant achievements to compensate for their apathy. Moreover, in contrast with the FCF theory, challenge was positively related to boredom, revealing that gamers become bored with difficult yet repetitive challenges. Two important findings suggest new directions for FCF theory.
机译:流量(FCF)理论在最近几十年受到了广泛的关注。除了流动外,FCF理论还提出了三个影响因素,即无聊,沮丧和冷漠。尽管这些因素受到的关注比流量少,但Internet应用呈指数增长,因此有必要对FCF理论的适用性进行更严格的重新审查。因此,本研究检验了高/低水平的技能和挑战导致四个流向的理论。该研究样本包括253位在线游戏玩家,他们对在线调查提供了有效的答案。分析结果支持FCF理论,尽管有一些例外。首先,技能与冷漠无关紧要,这可能是因为低技能的用户可以取得重要成就来弥补他们的冷漠。而且,与FCF理论相反,挑战与无聊成正比,这表明游戏玩家对困难而重复的挑战感到厌倦。两个重要发现为FCF理论提出了新的方向。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号