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What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games?
Entertainment Computing ( IF 2.8 ) Pub Date : 2020-11-28 , DOI: 10.1016/j.entcom.2020.100397
Maciej Behnke , Patrycja Chwiłkowska , Lukasz D. Kaczmarek

Gaming elicits strong emotional responses. However, little is known about which situations within the gameplay elicit specific emotions. Thus, we aimed to identify which gaming situations elicit positive and negative emotions. We asked Counter-Strike: Global Offensive gamers (N = 652) to recall and write about a situation when they felt amused, angry, enthusiastic, or sad. In our analysis, we used semantic coding and affective words analysis using Linguistic Inquiry and Word Count (LIWC). We found that gamers described emotional situations (e.g., clutch, victory, or hacking) that we clustered into 12 broader categories (e.g., positive performance outcomes, underperforming, and technical issues). Gamers reported similar (rather than specific) situations for anger and sadness and similar for amusement and enthusiasm. We documented a wider than usually considered range of positive and negative emotions related to gaming along with specific gaming themes that produce these emotions. These findings contribute to a broader and more specific (events-based) understanding of the emotional aspects of video gaming.



中文翻译:

是什么让男性玩家在玩暴力视频游戏时感到愤怒,悲伤,发笑和热情?

游戏引起强烈的情感反应。但是,对于游戏中的哪些情况会引起特定的情绪知之甚少。因此,我们旨在确定哪些游戏情况会引起正面和负面情绪。我们问反恐精英:全球攻势玩家(ñ = 652),让他们回忆并写下当他们感到好笑,愤怒,热情或悲伤时的情况。在我们的分析中,我们使用了语义编码和使用语言查询和字数统计(LIWC)的情感词分析。我们发现游戏者描述了情绪状况(例如,抓紧,胜利或骇客),我们将其归纳为12个更广泛的类别(例如,积极的表现,表现不佳和技术问题)。玩家报告的愤怒和悲伤情况类似(而非特定),娱乐和热情也相似。我们记录了与游戏相关的正面和负面情绪,以及产生这些情绪的特定游戏主题,其范围比通常认为的要广泛。这些发现有助于对视频游戏的情感方面有更广泛,更具体的了解(基于事件)。

更新日期:2020-12-06
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