PDF] Exploring Online Game Players' Flow Experiences and Positive Affect.
Por um escritor misterioso
Descrição
It is 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 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.
PDF) Psychological Motives and Online Games Addiction: ATest of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents
PDF) Psychological Motives and Online Games Addiction: ATest of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents
PDF) Psychological Motives and Online Games Addiction: ATest of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents
Frontiers Exploring Gameful Motivation of Autonomous Learners
Frontiers The Effect of Digital Game-Based Learning on Learning Motivation and Performance Under Social Cognitive Theory and Entrepreneurial Thinking
Exploring online game players flow experience and positive affect
The effect of games and simulations on higher education: a systematic literature review, International Journal of Educational Technology in Higher Education
Frontiers Brain–Heart Interaction and the Experience of Flow While Playing a Video Game
Investigating associations between physical activity, stress experience, and affective wellbeing during an examination period using experience sampling and accelerometry
Learning from Video Games (and Everything Else)
Relationship Between Gaming Disorder, Self-Compensation Motivation, Game Flow, Time Spent Gaming, and Fear of Missing Out Among a Sample of Chinese University Students: A Network Analysis - Frontiers
de
por adulto (o preço varia de acordo com o tamanho do grupo)