论文标题

您的感觉如何:在玩计算机游戏及其与游戏行为的关系时表现出情感

How do you feel: Emotions exhibited while Playing Computer Games and their Relationship with Gaming Behaviors

论文作者

Bringula, Rex, Lugtu, Kristian Paul M., Uy, Mark Anthony D., Aviles, Ariel

论文摘要

这项描述性研究利用经过验证的问卷来确定计算机游戏玩家在网络咖啡馆中表现出的情绪。据透露,大多数游戏玩家都是年轻,男性,单身,以及属于中等收入家庭的高中和职业学生。他们中的大多数人都可以在家访问计算机,但只有少数在家中访问了互联网。玩家通常每周至少三次在网络咖啡馆玩游戏,通常在晚上至少每次访问至少两个小时。他们还报告说他们经常玩游戏。大多数游戏玩家都喜欢玩Dota,英雄联盟和Cabal,他们已经玩游戏至少两年了。据透露,他们在玩游戏时表现出积极和负面情绪。结果表明,随着游戏的频繁和数年的玩法增加,游戏玩家更渴望在游戏中被击败。当玩游戏的长度增加时,他们还倾向于变得更加压力。另一方面,其他游戏行为与其他情绪没有显着关系。因此,零假设表明,受访者的游戏行为与玩计算机游戏时所表现出的情绪没有显着相关性。因此,玩电脑游戏时并非所有的情绪都可以归因于他们的游戏行为。建议将其他情绪(例如愤怒,沮丧,无聊,娱乐等)等情绪包括在未来的研究中。

This descriptive study utilized a validated questionnaire to determine the emotions exhibited by computer gamers in cyber cafés. It was revealed that most of the gamers were young, male, single, as well as high school and vocational students who belonged to middle-income families. Most of them had computer access at home but only a few had Internet access at home. Gamers tended to play games in cyber cafés at least three times a week, usually in the evening, for at least two hours per visit. They also reported that they played games frequently. Majority of the gamers were fond of playing DOTA, League of Legends, and CABAL and they had been playing games for at least two years. It was disclosed that they exhibited both positive and negative emotions while playing games. It was shown that gamers were inclined to be more anxious to be defeated in a game as gaming became frequent and length of years in playing games increased. They also had the tendency to become more stressed when length of years of playing games increased. On the other hand, other gaming behaviors were not significantly related to other emotions. Thus, the null hypothesis stating that gaming behaviors of the respondents are not significantly related to the emotions exhibited while playing the computer games is partially rejected. Therefore, not all emotions exhibited while playing computer games could be attributed to their gaming behaviors. It is recommended that other emotions such as anger, frustration, boredom, amusement, etc. be included in future research.

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