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Flow and enjoyment beyond skill-demand balance: The role of game pacing curves and personality

机译:超越技能需求平衡的流程和娱乐:游戏节奏曲线和个性的作用

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摘要

According to flow theory, skill-demand balance is optimal for flow. Experimentally, balance has been tested only against strong overload and strong boredom. We assessed flow and enjoyment as distinct experiences and expected that they (a) are not optimized by constant balance, (b) experimentally dissociate, and (c) are supported by different personality traits. Beyond a constant balance condition ("balance"), we realized two dynamic pacing conditions where demands fluctuated through short breaks: one condition without overload ("dynamic medium") and another with slight overload ("dynamic high"). Consistent with assumptions, constant balance was not optimal for flow (balance a parts per thousand currency sign dynamic medium < dynamic high) and enjoyment (balance a parts per thousand currency sign dynamic high < dynamic medium). Action orientation enabled high flow even under the suboptimal condition of balance. Sensation seeking increased enjoyment under the suboptimal but arousing dynamic high condition. We discuss dynamic changes in positive affect (seeking and mastering challenge) as an integral part of flow.
机译:根据流程理论,技能需求平衡是流程的最佳选择。在实验上,仅针对强烈的过载和强烈的乏味测试了平衡。我们将流量和享受评估为独特的体验,并期望它们(a)不能通过持续的平衡来优化,(b)在实验上不相关,以及(c)有不同的人格特质。除了恒定的平衡条件(“ balance”)以外,我们还实现了两种动态起搏条件,其中需求通过短暂的中断而波动:一种没有过载的条件(“动态中等”),另一种带有轻微过载的条件(“动态高”)。与假设一致,对于流量(平衡每千个货币符号动态介质<动态高)和娱乐(平衡每千个货币符号动态高<动态介质),恒定的平衡不是最佳的。行动导向即使在次优的平衡条件下也可以实现高流量。在次优但引起动态高的条件下,寻求增加愉悦感的感觉。我们讨论积极影响中的动态变化(寻求和掌握挑战),将其作为流程的组成部分。

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