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臺灣傳播學刊 TSSCI

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篇名 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
卷期 29
並列篇名 New Perspectives on the Mood Management Effect of Playing Motion Sensor Games: Examining the Influences of Arousal and Excitation Potential
作者 陳延昇
頁次 045-077
關鍵字 刺激潛質娛樂媒介情緒管理電玩遊戲暴力excitatory potentialentertainment mediamood management theoryvideo gameviolenceTSSCI
出刊日期 201606
DOI 10.6195/cjcr.2016.29.02

中文摘要

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。

英文摘要

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.

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