Evaluation of Microflow Experiences Induced While Playing Video Games
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- Kato Ryo
- Graduate School of Global Information and Telecommunication Studies, Waseda University
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- Kawai Takashi
- Graduate School of Global Information and Telecommunication Studies, Waseda University
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- Nihei Kenji
- Tokyo west Tokushukai Hospital
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- Sato Tadashi
- NEW TECHNOLOGY FOUNDATION
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- Yamagata Hitoshi
- NAMCO LTD
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- Tashiro Hirofumi
- NAMCO LTD
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- Yamazaki Takashi
- NAMCO BANDAI Games Inc
Bibliographic Information
- Other Title
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- ゲームプレイによるマイクロフロー評価の試み
- ゲームプレイ ニ ヨル マイクロフロー ヒョウカ ノ ココロミ
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Description
With focus on microflow phenomenon, this study tried to evaluate how game playing influences anxiety and sleepiness. These psychological effects were evaluated within a time range that began from mid- afternoon to early evening. Ten subjects were asked to play two different types of portable games, a music game and a puzzle game. Subjects were required to play each of these games three times, a total of six plays per subject. Wakefulness and fatigue levels in each subject were measured before and after playing the games. During actual play, measurements of electrodermal activity and “flow” state were obtained. Comparisons were made with respect to the different game types, trial means, and software content. Subjects showed increased arousal levels for both games. On the other hand, the music game decreased the level of sleepiness while increasing the level of vitality, whereas the subjects’ level of anxiety eased while playing the puzzle game.
Journal
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- Journal of Digital Games Research
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Journal of Digital Games Research 4 (1), 59-67, 2010
Digital Games Research Association Japan
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Details 詳細情報について
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- CRID
- 1390851497214304512
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- NII Article ID
- 130008061069
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- NII Book ID
- AA12379051
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- ISSN
- 24344052
- 18820913
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- NDL BIB ID
- 10857305
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- Text Lang
- ja
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- Data Source
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- JaLC
- NDL Search
- Crossref
- CiNii Articles
- OpenAIRE
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- Abstract License Flag
- Disallowed