Zhanna Sarsenbayeva, Benjamin Tag, Shue Yan, V. Kostakos, Jorge Gonçalves
{"title":"用电子游戏来调节情绪","authors":"Zhanna Sarsenbayeva, Benjamin Tag, Shue Yan, V. Kostakos, Jorge Gonçalves","doi":"10.1145/3441000.3441035","DOIUrl":null,"url":null,"abstract":"In this paper we investigate the practice of using video games for digital emotion regulation. In a two-week diary study we collected participants’ records on their emotional states and video games experience. Our findings show that people use video games to respond to their reality, to socialise and communicate with their friends. We also show that video games lead to intentional and unintentional emotional outcomes depending on different aspects of the game. Our work provides insights on using video games for digital emotion regulation and directions for future research.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"33 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"10","resultStr":"{\"title\":\"Using Video Games to Regulate Emotions\",\"authors\":\"Zhanna Sarsenbayeva, Benjamin Tag, Shue Yan, V. Kostakos, Jorge Gonçalves\",\"doi\":\"10.1145/3441000.3441035\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper we investigate the practice of using video games for digital emotion regulation. In a two-week diary study we collected participants’ records on their emotional states and video games experience. Our findings show that people use video games to respond to their reality, to socialise and communicate with their friends. We also show that video games lead to intentional and unintentional emotional outcomes depending on different aspects of the game. Our work provides insights on using video games for digital emotion regulation and directions for future research.\",\"PeriodicalId\":265398,\"journal\":{\"name\":\"Proceedings of the 32nd Australian Conference on Human-Computer Interaction\",\"volume\":\"33 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-12-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"10\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 32nd Australian Conference on Human-Computer Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3441000.3441035\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3441000.3441035","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
In this paper we investigate the practice of using video games for digital emotion regulation. In a two-week diary study we collected participants’ records on their emotional states and video games experience. Our findings show that people use video games to respond to their reality, to socialise and communicate with their friends. We also show that video games lead to intentional and unintentional emotional outcomes depending on different aspects of the game. Our work provides insights on using video games for digital emotion regulation and directions for future research.