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Hierarchical Relationship of Negative Emotion Perception from Violent Video Games

机译:暴力视频游戏中负面情绪感知的等级关系

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摘要

Video games featuring violent contents have become more and more prevalent among children and teenagers. It is therefore imperative to ponder on questions such as Are violent video games dangerous digital games?' and What negative emotions do they trigger in gamers?' As such, this study aims to explore the negative emotions that violent video games trigger in gamers and determine the cause for each negative emotion. For the purpose of this research, Resident Evil, a violent video game, has been chosen as the focus. Taking the gamer's perspective, the study aims to explore and construct a thorough network structure (game triggered eventgamer's personal belieffeeling of negative emotions) of gamer's emotions, the structure of gamers' emotional cluster and the correlation and level of inter-influence between relevant factors. Results of the study reveal that the overall hierarchical value map (HVM) not only presents a comprehensive gamer emotional network structure but also offers a clear illustration of how key game activating events (enemies, stage mission, BOSS level monsters, horror atmosphere, third-person view) lead to the formation of gamers' personal beliefs of character death, high difficulty, trigger negative emotion, being frightened, enemy ambush and tough enemies, which ultimately lead to negative emotions such as fear, worry, anger, disgust and frustration on gamers' part. In addition, among the five gamer emotional clusters, the clusters of fear and anger had the heaviest influence on the gamers. The correlation between factors and influence showed different levels of significance.
机译:具有暴力内容的视频游戏在儿童和青少年中越来越普遍。因此,必须考虑以下问题,例如暴力视频游戏是否会危害数字游戏?他们会在游戏玩家中引发什么负面情绪?”因此,本研究旨在探讨暴力视频游戏在游戏玩家中引发的负面情绪,并确定每种负面情绪的原因。为了本研究的目的,选择了暴力视频游戏《生化危机》作为重点。从游戏者的角度出发,本研究旨在探索和构建游戏者情感的完整网络结构(游戏触发的事件游戏者对负面情绪的个人信念感觉),游戏者情感集群的结构以及相关因素之间相互影响的关联和水平。研究结果表明,整体等级价值图(HVM)不仅提供了全面的玩家情感网络结构,而且还清楚地说明了关键游戏激活事件(敌人,舞台任务,BOSS级怪物,恐怖气氛,第三者,人观点)导致玩家对角色死亡,高难度,引发负面情绪,受到惊吓,敌人伏击和强硬敌人的个人信念的形成,最终导致诸如恐惧,担忧,愤怒,厌恶和沮丧的负面情绪玩家的角色。此外,在五个玩家情感群中,恐惧和愤怒群对玩家的影响最大。因素与影响之间的相关性显示出不同的显着性水平。

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  • 来源
    《Science, technology & society》 |2017年第2期|236-258|共23页
  • 作者单位

    Chinese Culture Univ, Dept Int Trade, Taipei 111, Taiwan;

    Natl Taiwan Univ Sci & Technol, Dept Business Adm, Taipei 106, Taiwan;

    Natl Chin Yi Univ Technol, Dept Business Adm, Taichung 41170, Taiwan;

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