完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.author | Chiang, Yu-Tzu | en_US |
dc.contributor.author | Cheng, Chao-Yang | en_US |
dc.contributor.author | Lin, Sunny S. J. | en_US |
dc.date.accessioned | 2014-12-08T15:01:49Z | - |
dc.date.available | 2014-12-08T15:01:49Z | - |
dc.date.issued | 2008 | en_US |
dc.identifier.isbn | 978-0-7695-3409-1 | en_US |
dc.identifier.uri | http://hdl.handle.net/11536/575 | - |
dc.identifier.uri | http://dx.doi.org/10.1109/DIGITEL.2008.11 | en_US |
dc.description.abstract | The 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.iso | en_US | en_US |
dc.title | The effects of digital games on undergraduate players' flow experiences and affect | en_US |
dc.type | Proceedings Paper | en_US |
dc.identifier.doi | 10.1109/DIGITEL.2008.11 | en_US |
dc.identifier.journal | DIGITEL 2008: SECOND IEEE INTERNATIONAL CONFERENCE ON DIGITAL GAME AND INTELLIGENT TOY ENHANCED LEARNING, PROCEEDINGS | en_US |
dc.citation.spage | 157 | en_US |
dc.citation.epage | 159 | en_US |
dc.contributor.department | 教育研究所 | zh_TW |
dc.contributor.department | Institute of Education | en_US |
dc.identifier.wosnumber | WOS:000262657100029 | - |
顯示於類別: | 會議論文 |