Font Size: a A A

Role Playing Games In The Flow Impact Study

Posted on:2013-04-06Degree:MasterType:Thesis
Country:ChinaCandidate:X Y QiaoFull Text:PDF
GTID:2247330395952895Subject:Education Technology
Abstract/Summary:PDF Full Text Request
The flow theory was proved firsted by Csikszentimihalyi in1975.The flow refers to a paticicular experience that people may experience when they lose themselves in a certain activity, which contains nine characters as follows:challenge-skill balance, merger of action and awareness, clear goals, unambiguous feedback, concentration, loss of self-consciousness, time distortion and autoletic experience. The flow theory was originated from the field of sport psychology research, and it has achieved many research findings in various areas such as human-computer interaction, internet shopping, industrial design and other fields at present. The theory has been revised in the study of different fields, and its factors is oringinated from the nine characters advanced by Csikszentimihalyi.The thesis studied the influencing factors of flow in role-playing games, it contained two studies:The first study discussed the influence of Motivations of Massive Multiplayer Online Role Playing Games and Attentional Control to the flow experience by questionnaire investigation. Colledge students who can play Massive Multiplayer Online Role Playing Games were selleced to be the subjects of the questionnaire investigation.The study draws the following conclusions:(a)Motivations of Massive Multiplayer Online Role Playing Games has a significant positive correlation with the flow experience(b) Attentional Control has a significant positive correlation with the flow experience(c) Motivations of Massive Multiplayer Online Role Playing Games generate notable differences to the flow experience. Attentional Control doesn’t generate notable differences to the flow experienceThe second study discussed the influence of flow experience to the game learning results by experiental study. Students from Nanjing First High School were selected to paly the game Speed Save which is a stand-alone role-playing game.The study draws the following conclusions:(a)the flow experience has a significant positive correlation with learning results of first aid knowledge, and he flow experience generate some notable differences to learning results of first aid knowledge(b)the flow experience has no significant difference between boys and girls(c)game frequency has a significant positive correlation with the flow experience,game experience has a significant positive correlation with the flow experience(d)game preference has no significant correlation with the flow experience...
Keywords/Search Tags:motivation of games, now experience, role-playing games
PDF Full Text Request
Related items