标题: 互动性电玩游戏的使用与情绪管理效果之研究
Interactive Video Games and Emotion Mangement Effect
作者: 陈延升
Chen Yen-Shen
国立交通大学传播研究所
关键字: 娱乐媒介;情绪管理;享乐;激越;实验法;entertainment media;mood management;enjoyment;arousal;experiment design
公开日期: 2011
摘要: 本研究以情绪激越程度与游戏暴力内容的差异,检视对体感电玩使用的情绪管理效果和享乐感之影响。采用2 (压力和无聊情绪) X 2(拳击和保龄球电玩游戏) 的二因子实验设计,共有151名受测者参与。研究结果显示,体感电玩有情绪管理效果,但激越程度和游戏类型对情绪管理效果没有显着影响。激越程度对享乐也没有效果,仅暴力内容与享乐感有关联。享乐感和情绪管理仅有低度关联,主要受游戏表现影响。性别因素对上述的情绪管理和享乐感效果没有显着影响。整体而言,情绪管理理论中的刺激潜质论点并未被证实;暴力内容的电玩能提升享乐感;男女玩家没有差异。
This study examines the impacts of two independent variables; the arousal levels of emotions and violence content in video games, on players‘mood (emotion) management effect and perception of enjoyment. With a 2(stress and boredom)X 2 (Wii motion sensor boxing and bowling games) experimental design, 151 participants recruited, the results showed that 1) Overall, playing Wii video games which were viewed an interactively entertainment media had an mood management effect ; 2) No main effects of arousal levels of emotions and video games with/without violence on mood management effect were found.; 3) The factor of video game with/without violence significantly influenced the perception of enjoyment.; 4) Low positive correlation between enjoyment and mood management effect; 5) Gender difference on mood management and enjoyment was not significant.
官方说明文件#: NSC100-2410-H009-001
URI: http://hdl.handle.net/11536/99323
https://www.grb.gov.tw/search/planDetail?id=2209564&docId=352941
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