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dc.contributor.authorChiang, Yu-Tzuen_US
dc.contributor.authorLin, Sunny S. J.en_US
dc.contributor.authorCheng, Chao-Yangen_US
dc.contributor.authorLiu, Eric Zhi-Fengen_US
dc.date.accessioned2014-12-08T15:19:51Z-
dc.date.available2014-12-08T15:19:51Z-
dc.date.issued2011-01-01en_US
dc.identifier.issn1303-6521en_US
dc.identifier.urihttp://hdl.handle.net/11536/14072-
dc.description.abstractThe authors conducted two studies to explore online game players' flow experiences and positive affect. Our findings indicated that online game are capable of evoking flow experiences and positive affect, and games of violent or nonviolent type may not arouse players' aggression. The players could be placed into four flow conditions: flow, boredom, anxiety, and apathy, as determined by level of perceived challenges and skills. The majority of players entered the flow condition when playing violent or non-violent online game. The path analysis results suggested that violent online games may have a significant but indirect effect on positive affect via flow experience mediation.en_US
dc.language.isoen_USen_US
dc.subjectonline game playen_US
dc.subjectviolent online gameen_US
dc.subjectnon-violent online gameen_US
dc.subjectaggressionen_US
dc.subjectflowen_US
dc.titleEXPLORING ONLINE GAME PLAYERS' FLOW EXPERIENCES AND POSITIVE AFFECTen_US
dc.typeArticleen_US
dc.identifier.journalTURKISH ONLINE JOURNAL OF EDUCATIONAL TECHNOLOGYen_US
dc.citation.volume10en_US
dc.citation.issue1en_US
dc.citation.spage106en_US
dc.citation.epage114en_US
dc.contributor.department教育研究所zh_TW
dc.contributor.departmentInstitute of Educationen_US
dc.identifier.wosnumberWOS:000285849500012-
dc.citation.woscount15-
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