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dc.contributor.authorChiang, Yu-Tzuen_US
dc.contributor.authorCheng, Chao-Yangen_US
dc.contributor.authorLin, Sunny S. J.en_US
dc.date.accessioned2014-12-08T15:01:49Z-
dc.date.available2014-12-08T15:01:49Z-
dc.date.issued2008en_US
dc.identifier.isbn978-0-7695-3409-1en_US
dc.identifier.urihttp://hdl.handle.net/11536/575-
dc.identifier.urihttp://dx.doi.org/10.1109/DIGITEL.2008.11en_US
dc.description.abstractThe purpose of this study is to investigate the effects of digital games on undergraduate players' flow experiences and affect. Our findings suggested that both violent and nonviolent digital games would evoke undergraduate players' flow experiences and positive affect. Digital games may not arouse participants' real aggression regardless of playing violent or nonviolent digital games. Undergraduate participants' flow experiences and positive affect after playing nonviolent digital games were higher than playing violent digital games. The authors suggested that experimental designs and sex in the participants' composition would have impacts on our results. The limitation was discussed as well.en_US
dc.language.isoen_USen_US
dc.titleThe effects of digital games on undergraduate players' flow experiences and affecten_US
dc.typeProceedings Paperen_US
dc.identifier.doi10.1109/DIGITEL.2008.11en_US
dc.identifier.journalDIGITEL 2008: SECOND IEEE INTERNATIONAL CONFERENCE ON DIGITAL GAME AND INTELLIGENT TOY ENHANCED LEARNING, PROCEEDINGSen_US
dc.citation.spage157en_US
dc.citation.epage159en_US
dc.contributor.department教育研究所zh_TW
dc.contributor.departmentInstitute of Educationen_US
dc.identifier.wosnumberWOS:000262657100029-
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