Factor Models for Promoting Flow by Game Players' Skill Level

Factor Models for Promoting Flow by Game Players' Skill Level
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按游戏玩家技能水平促进流量的因素模型

DOI:
10.1007/978-3-642-39209-2_60
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发表时间:
2013
期刊:
2019 IEEE International Conference on Pervasive Computing and Communications Workshops (PerCom Workshops)
影响因子:
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通讯作者:
M. Okubo
M. Okubo
中科院分区:
--
文献类型:
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作者:
Mamiko Sakata;Tsubasa Yamashita;M. Okubo

文献摘要

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在本研究中,我们开发了一个简单的数值计算游戏系统,以考察游戏类型和对手能力对玩家心理状态和表现的影响。利用该系统,我们在受控情况下进行了一些实验。除了考虑玩家对合作者或竞争者技能水平的认可度外,所有受试者都以相似的速度完成了计算。然而,受试者的表现和情绪随着情况的不同而不同,这表明视频游戏系统对玩家的情绪状态有影响。
In this study, to investigate the influence of game types and opponent's ability on the player's state of mind and performance, we developed a simple numerical calculation game system. Using this system, we performed some experiments under controlled situations. All subjects solved the calculations at a similar rate, except when factoring for the players' recognition of the cooperator or competitor' skill level. However, the subjects' performance and emotions are different depending on the situation, which suggests that the video game system has an effect on the player's emotional state.