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dc.contributor.authorChiang, Yu-Tzuen_US
dc.contributor.authorLin, Sunny S. S. J.en_US
dc.date.accessioned2014-12-08T15:19:57Z-
dc.date.available2014-12-08T15:19:57Z-
dc.date.issued2010en_US
dc.identifier.issn0301-2212en_US
dc.identifier.urihttp://hdl.handle.net/11536/14129-
dc.identifier.urihttp://dx.doi.org/10.2224/sbp.2010.38.5.627en_US
dc.description.abstractEarly adolescent in-game playfulness (state), playfulness trait rated during the study procedure, and psychological needs fulfilled through online gaming were explored. Taiwan adolescents (N = 132) were recruited to connect to an online game for a certain period of time. Immediately after this gaming procedure, they completed questionnaires of players' momentary playfulness and psychological needs. Online game playfulness trait was mapped onto 2 broad dimensions: self-game focused and cognition-affect driving. In-game playfulness was a more suitable indicator (than playfulness trait) to describe adolescents' immediate experience of playfulness. Adolescents' psychological needs included in-game autonomy, in-game competence, and in-game relatedness, and adolescents' psychological needs predicted in-game playfulness.en_US
dc.language.isoen_USen_US
dc.subjectplayfulnessen_US
dc.subjectpsychological needsen_US
dc.subjectonline gamesen_US
dc.subjectmotivationen_US
dc.titleEARLY ADOLESCENT PLAYERS' PLAYFULNESS AND PSYCHOLOGICAL NEEDS IN ONLINE GAMESen_US
dc.typeArticleen_US
dc.identifier.doi10.2224/sbp.2010.38.5.627en_US
dc.identifier.journalSOCIAL BEHAVIOR AND PERSONALITYen_US
dc.citation.volume38en_US
dc.citation.issue5en_US
dc.citation.spage627en_US
dc.citation.epage636en_US
dc.contributor.department教育研究所zh_TW
dc.contributor.departmentInstitute of Educationen_US
dc.identifier.wosnumberWOS:000279501700006-
dc.citation.woscount4-
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