:::

詳目顯示

回上一頁
題名:情緒管理在體感遊戲經驗的新觀點:檢視情緒激越程度與遊戲刺激潛質的影響效果
書刊名:中華傳播學刊
作者:陳延昇 引用關係
作者(外文):Chen, Yen-shen
出版日期:2016
卷期:29
頁次:頁45-77
主題關鍵詞:刺激潛質娛樂媒介情緒管理電玩遊戲暴力Excitatory potentialEntertainment mediaMood management theoryVideo gameViolence
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(1) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:1
  • 共同引用共同引用:0
  • 點閱點閱:52
情緒管理理論是解釋娛樂媒介的重要傳統,本研究重新應用該理論在新互動科技環境的電玩遊戲使用環境下,檢視情緒激越與暴力內容對玩家的情緒和享樂經驗之影響,並延伸過去理論未能涵蓋之新觀點。本研究以激越程度與遊戲暴力內容的差異,檢視對體感電玩使用者的情緒和享樂感之影響。採用高低激越程度2(壓力和無聊情緒)× 刺激潛質程度2(暴力之拳擊遊戲和非暴力之保齡球電玩遊戲)的二因子實驗設計,共有151 名受測者參與。研究發現則是有壓力情緒的玩家並不需要調節激越,即使再接觸暴力內容遊戲,卻最終都有正向情緒經驗。遊戲的刺激潛質高低會影響享樂感,而涉入感是其中的中介變項。此外,享樂感和情緒管理僅有低度關聯。性別差異在本研究中沒有出現。本研究主要貢獻為提出對情緒管理觀點的新思考方向,以及探討暴力電玩情境中刺激潛質、涉入感與享樂感之關聯。
Mood management theory is a critical element of entertainment media studies; therefore, this study adopted this theory to examine the influence of arousal and excitation potential on the emotions and enjoyment of players, specifically when they play motion sensor games. The findings provide new thinking of the application to video gaming. Two factors, arousal and violence, were adopted to examine their influence on the emotional state and enjoyment of 151 participants exposed to two levels of arousal (stress and boredom) and excitation potential (through a violent boxing game and non-violent bowling game). The results indicated that playing motion sensor games generated a mood management effect; in other words, gaming enhanced the players’ emotional state. However, no significant difference in mood management effects was observed between the arousal and excitation potential variables. Therefore, we claim that people who are under stress might not need to adjust their level of arousal and they can have a positive emotional experience even while playing violent games. In addition, in contrast to mood management theory, the association between mood management and enjoyment is weak. We found that excitation potential can increase involvement and enjoyment. We propose the aforementioned viewpoints as a new means for rethinking mood management theory in the context of interactive entertainment media.
期刊論文
1.Bryant, J.、Zillmann, D.(1984)。Using television to alleviate boredom and stress: Selective exposure as a function of induced excitational states。Journal of Broadcasting,28(1),1-20。  new window
2.Raney, A. A.(2005)。Punishing media criminals and moral judgment: The impact on enjoyment。Media Psychology,7(2),145-163。  new window
3.Griffiths, Mark D.、Dancaster, Imogen(1995)。The Effect of Type a Personality on Physiological Arousal While Playing Computer Games。Addictive Behaviors,20(4),543-548。  new window
4.Fleming, M. J.、Rickwood, D. J.(2001)。Effects of violent versus nonviolent video games on children's arousal, aggressive mood, and positive mood。Journal of Applied Social Psychology,31,2047-2071。  new window
5.Ivory, J. D.、Kalyanaraman, S.(2007)。The effects of technological advancement and violent content in video games on players'€™ feelings of presence, involvement, physiological arousal, and aggression。Journal of Communication,57(3),532-555。  new window
6.Knobloch, S.(2003)。Mood adjustment via mass communication。Journal of Communication,53,233-250。  new window
7.Knobloch, S.、Zillmann, D.(2002)。Mood management via the digital jukebox。Journal of Communication,52,351-366。  new window
8.Mehrabian, A.、Wixen, W. J.(1986)。Preference for individual video games as a function of their emotional effects on players。Journal of Applied Social Psychology,16,3-15。  new window
9.Oliver, M. B.、Kalyanarman, S.、Mahood, C.、Ramasubramanian, S.(2007)。Sexual and violent imagery in movie previews: Effects on viewers, perceptions and anticipated enjoyment。Journal of Broadcasting and Electronic Media,51,596-614。  new window
10.Raney, A. A.(2002)。Moral judgment as a predictor of enjoyment of crime drama。Media Psychology,4,305-322。  new window
11.Segal, K. R.、Dietz, W. H.(1991)。Physicologic response to playing a video game。American Journal of Disease of Children,145,1034-1036。  new window
12.Vorderer, P.(2001)。It's all entertainment--Sure. But what exactly is entertainment? Communication research, media psychology, and the explanation of entertainment experiences。Poetics,29,247-261。  new window
13.Watson, D.(1988)。The vicissitudes of mood measurement: Effects of varying descriptors, time frames, and response formats on measures of positive and negative affect。Journal of Personal and Social Psychology,55,128-141。  new window
14.Crawford, John R.、Henry, Julie D.(2004)。The positive and negative affect schedule (PANAS): Construct validity, measurement properties and normative data in a large non-clinical sample。British Journal of Clinical Psychology,43(3),245-265。  new window
15.Durkin, Kevin、Barber, Bonnie(2002)。Not so doomed: Computer game play and positive adolescent development。Journal of Applied Developmental Psychology,23(4),373-392。  new window
16.Russell, James A.、Weiss, A.、Mendelsohn, G. A.(1989)。Affect grid; A single-item scale of pleasure and arousal。Journal of Personality and Social Psychology,57(3),493-502。  new window
17.Tamborini, R.、Bowman, N. D.、Eden, A.、Grizzard, M.、Organ, A.(2010)。Defining media enjoyment as the satisfaction of intrinsic needs。Journal of Communication,60(4),758-777。  new window
18.Vorderer, P.、Klimmt, C.、Ritterfeld, U.(2004)。Enjoyment: At the Heart of Media Entertainment。Communication Theory,14(4),388-408。  new window
19.Watson, David、Clark, Lee Anna、Tellegen, Auke(1988)。Development and Validation of Brief Measures of Positive and Negative Affect: The PANAS Scales。Journal of Personality and Social Psychology,54(6),1063-1070。  new window
20.Russell, J. A.、Carroll, J. M.(1999)。On the bipolarity of positive and negative affect。Psychological Bulletin,125(1),3-30。  new window
21.Preacher, Kristopher J.、Hayes, Andrew F.(2008)。Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models。Behavior Research Methods,40(3),879-891。  new window
會議論文
1.陳延昇(201110)。越體感越好玩?以Kinect與Wii電玩遊戲現象為例。2011年傳播與科技研討會。台灣新竹。  延伸查詢new window
學位論文
1.Bowman, N. D.(2010)。The effect of task demand on mood repair and selective exposure to video games(博士論文)。Michigan State University,East Lansing, MI。  new window
其他
1.趙郁竹(2012)。體感無所不在,http://mag.cnyes.com/Content/20120209/A893934C89834F24B5E970838D6829E6.shtml, 2016/05/03。  new window
2.Entertainment Software Association(2012)。The report of essential facts about the computer and video game industry,http://www.theesa.com/facts/gameplayer.asp, 2012/02/12。  new window
圖書論文
1.Bryant, J.、Miron, D.(2003)。Excitation-transfer theory and three-factor theory of emotion。Communication and emotion: Essays in honor of Dolf Zillmann。Mahwah, NJ:Lawrence Erlbaum Associates, Inc.。  new window
2.Zillmann, DoIf(1988)。Mood Management: Using Entertainment to Full Advantage。Communication, Social Cognition, and Affect。Hillsdale, NJ:Erlbaum。  new window
3.Bryant, J.、Davies, J.(2006)。Selective exposure processes。Psychology of entertainment。Mahwah, NJ:Erlbaum。  new window
4.Cantor, J.(1998)。Children's attraction to violent television programs。Why we watch: The attractions of violent entertainment。New York:Oxford University Press。  new window
5.Grodal, T.(2000)。Video game and the pleasures of control。Media entertainment: The psychology of its appeal。Mahwah, NJ:Erlbaum。  new window
6.Oliver, M. B.(2003)。Mood management and selective exposure。Communication and emotion: Essays in honor of Dolf Zillmann。Mahwah, NJ:Erlbaum。  new window
7.Sparks, G. G.、Sparks, C. W.(2000)。Violence, mayhem and horror。Media entertainment: The psychology of its appeal。Mahwah, NJ:Erlbaum。  new window
8.Tamborini, R.、Bowman, N. D.(2010)。Presence in video games。Immersed in media: Telepresence in everyday life。New York:Routledge。  new window
9.Vorderer, P.、Bryant, J.、Pieper, K.、Weber, R.(2006)。Playing video games as entertainment。Playing video games: Motives, responses, and consequences。Mahwah, NJ:Erlbaum。  new window
10.Weber, R.、Ritterfeld, U.、Kostygina, A.(2006)。Aggression and violence as effects of playing violent video games。Playing video games: Motives, responses, and consequences。Mahwah, NJ:Erlbaum。  new window
11.Zillmann, D.(1980)。Anatomy of suspense。The entertainment functions of television。Hillsdale, NJ:Erlbaum。  new window
12.Zillmann, D.(2000)。Mood management in the context of selective exposure theory。Communication yearbook。Thousand Oaks, CA:Sage。  new window
13.Zillmann, D.、Bryant, J.(1985)。Affect, mood, and emotion as determinants of selective exposure。Selective exposure to communication。Hillsdale, NJ:Lawrence Erlbaum。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top