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How do you feel: Emotions exhibited while Playing Computer Games and their Relationship with Gaming Behaviors
arXiv - CS - Computers and Society Pub Date : 2020-11-20 , DOI: arxiv-2011.10265
Rex Bringula, Kristian Paul M. Lugtu, Mark Anthony D. Uy, Ariel Aviles

This descriptive study utilized a validated questionnaire to determine the emotions exhibited by computer gamers in cyber caf\'es. 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 caf\'es 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.

中文翻译:

您的感觉:玩计算机游戏时表现出的情绪及其与游戏行为的关系

这项描述性研究使用经过验证的问卷调查来确定计算机游戏玩家在网吧中表现出的情绪。据透露,大多数游戏玩家是年轻人,男性,单身,以及属于中等收入家庭的高中和职业学生。他们中的大多数人在家中都可以使用计算机,但只有少数人可以在家中使用Internet。玩家通常每周至少在网络咖啡馆玩游戏三次,通常是晚上,每次访问至少玩两个小时。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,他们玩游戏至少两年了。据透露,他们在玩游戏时表现出积极和消极的情绪。结果表明,随着游戏变得越来越频繁并且玩游戏的时间越来越长,玩家倾向于在游戏中被击败。当玩游戏的年限增加时,他们也有变得更加紧张的趋势。另一方面,其他游戏行为与其他情绪没有显着关系。因此,部分否定了表示受访者的游戏行为与玩计算机游戏时表现出的情感没有显着关系的零假设。因此,并非所有玩计算机游戏时表现出的情绪都可以归因于他们的游戏行为。建议在将来的研究中包括其他情绪,例如愤怒,沮丧,无聊,娱乐等。
更新日期:2020-11-23
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