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Go with the flow: The experience and affective outcomes of solo versus social gameplay

机译:顺其自然:独奏与社交游戏的体验和情感效果

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This study examined the extent to which there are differences in flow experiences and post-gameplay mood states (positive and negative) in solo compared with social digital gaming. This was achieved by obtaining gamers' (N = 302) retrospective ratings of the experience of flaw and post-gameplay mood based on recent solo and social gaming experiences, through the use of an online questionnaire. Positive mood was found to be significantly higher following social (e.g., playing with other players) compared with solo gameplay, suggesting that playing games with others enhances enjoyment of the activity. Different levels of flow in gameplay were also found to be related to positive mood following both solo and social gameplay. There were no observed differences in experiences of flow and post-gameplay mood between online and offline, or competitive and cooperative gaming contexts. The findings suggest that 'group flow' may be a useful concept in understanding the dynamics of social gaming as this has not been sufficiently examined in the current digital gaming literature.
机译:这项研究调查了与社交数字游戏相比,独奏中的流量体验和游戏后情绪状态(正面和负面)存在差异的程度。通过使用在线调查表,根据最近的个人和社交游戏经验,获得玩家对缺陷和游戏后情绪体验的回顾性评估(N = 302),可以实现这一目标。与社交游戏(例如,与其他玩家一起玩)相比,社交后的积极情绪明显更高,这表明与他人玩游戏可以增强活动的乐趣。在独奏和社交游戏之后,也发现不同程度的游戏流程与积极情绪有关。没有观察到在线和离线之间或竞争性和合作性游戏环境之间的流量和游戏后情绪体验的差异。研究结果表明,“群体流动”可能是理解社交游戏动态的有用概念,因为在当前的数字游戏文献中尚未对此进行充分研究。

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