电子游戏中的操作和流测量

Madison Klarkowski, Daniel M. Johnson, Peta Wyeth, Simon S. Smith, Cody J. Phillips
{"title":"电子游戏中的操作和流测量","authors":"Madison Klarkowski, Daniel M. Johnson, Peta Wyeth, Simon S. Smith, Cody J. Phillips","doi":"10.1145/2838739.2838826","DOIUrl":null,"url":null,"abstract":"This paper explores the obstacles associated with designing video game levels for the purpose of objectively measuring flow. We sought to create three video game levels capable of inducing a flow state, an overload state (low-flow), and a boredom state (low-flow). A pilot study, in which participants self-reported levels of flow after playing all three game levels, was undertaken. Unexpected results point to the challenges of operationalising flow in video game research, obstacles in experimental design for invoking flow and low-flow, concerns about flow as a construct for measuring video game enjoyment, the applicability of self-report flow scales, and the experience of flow in video game play despite substantial challenge-skill differences.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":"{\"title\":\"Operationalising and Measuring Flow in Video Games\",\"authors\":\"Madison Klarkowski, Daniel M. Johnson, Peta Wyeth, Simon S. Smith, Cody J. Phillips\",\"doi\":\"10.1145/2838739.2838826\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper explores the obstacles associated with designing video game levels for the purpose of objectively measuring flow. We sought to create three video game levels capable of inducing a flow state, an overload state (low-flow), and a boredom state (low-flow). A pilot study, in which participants self-reported levels of flow after playing all three game levels, was undertaken. Unexpected results point to the challenges of operationalising flow in video game research, obstacles in experimental design for invoking flow and low-flow, concerns about flow as a construct for measuring video game enjoyment, the applicability of self-report flow scales, and the experience of flow in video game play despite substantial challenge-skill differences.\",\"PeriodicalId\":364334,\"journal\":{\"name\":\"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-12-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"11\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2838739.2838826\",\"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 Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2838739.2838826","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 11

摘要

本文探讨了与设计电子游戏关卡有关的障碍,目的是客观地衡量流。我们试图创造三个能够诱导心流状态、过载状态(低心流)和无聊状态(低心流)的电子游戏关卡。在一项试点研究中,参与者在玩完所有三个游戏关卡后自我报告心流水平。意想不到的结果指出了电子游戏研究中操作心流的挑战,调用心流和低心流的实验设计中的障碍,将心流作为衡量电子游戏乐趣的结构的担忧,自我报告心流量表的适用性,以及尽管存在巨大的挑战技能差异,但电子游戏中的心流体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Operationalising and Measuring Flow in Video Games
This paper explores the obstacles associated with designing video game levels for the purpose of objectively measuring flow. We sought to create three video game levels capable of inducing a flow state, an overload state (low-flow), and a boredom state (low-flow). A pilot study, in which participants self-reported levels of flow after playing all three game levels, was undertaken. Unexpected results point to the challenges of operationalising flow in video game research, obstacles in experimental design for invoking flow and low-flow, concerns about flow as a construct for measuring video game enjoyment, the applicability of self-report flow scales, and the experience of flow in video game play despite substantial challenge-skill differences.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Three is a crowd? Our experience of testing large-scale social software in a usability lab Touchless Gestural Interaction with Wizard-of-Oz: Analysing User Behaviour Digitised Necrophilia: Technology and Psychosocial Orientations in the Age of ISIS and Drone Warfare Back to the Future: Identifying Interface Trends from the Past, Present and Future in Immersive Applications Evanescent Adaptation on Small Screens
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1