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USING FLOW THEORY TO DESIGN VIDEO GAMES AS EXPERIMENTAL STIMULI

机译:使用流动理论设计视频游戏作为实验刺激

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The goal of this study was to evaluate the use of Flow Theory (Csikszentmihalyi, 1990) in the developmentof a video game for specific use as an experimental stimuli. Flow Theory was used to manipulate the levelof challenge and indirectly the level of perceived skill to create three design conditions: Boredom, Flow,and Frustration. Results showed that Flow Theory provide a strong theoretical framework for manipulatingskill and challenge. The intrinsic characteristics of the game mechanics provided robust, real-timeperformance measures that were used in a manipulation check to ensure that the conditions that wereintended to be designed were indeed designed. These performance measures also provide useful data thatcan be combined with self-report data to produce high measurement diagnosticity and sensitivity. Validatedconditions of Boredom, Flow, and Frustration can be used in studies of training and decision-making.
机译:这项研究的目的是评估流动理论在开发中的使用(Csikszentmihalyi,1990)。 专门用作实验性刺激的视频游戏的制作。流动理论被用来操纵水平 挑战,并间接创造出三种设计条件所需的技能水平:无聊,流程, 和沮丧。结果表明,流动理论为操纵提供了强大的理论框架。 技巧和挑战。游戏机制的内在特征提供了强大的实时性 在操作检查中使用的绩效衡量指标,以确保满足以下条件: 打算被设计的确实是设计的。这些绩效指标还提供了有用的数据, 可以与自我报告数据结合使用,以产生较高的测量诊断性和灵敏度。已验证 无聊,无聊和沮丧的情况可用于培训和决策研究。

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