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
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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。
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.
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