文化大學機構典藏 CCUR:Item 987654321/39383
English  |  正體中文  |  简体中文  |  Items with full text/Total items : 46833/50693 (92%)
Visitors : 11847946      Online Users : 492
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version


    Please use this identifier to cite or link to this item: https://irlib.pccu.edu.tw/handle/987654321/39383


    Title: Hierarchical Relationship of Negative Emotion Perception from Violent Video Games
    Authors: Lin, HW (Lin, Hong-Wen)
    Luarn, P (Luarn, Pin)
    Lin, YL (Lin, Yu-Ling)
    Contributors: 國貿系
    Keywords: AGGRESSIVE-BEHAVIOR
    COMPUTER GAMES
    RESIDENT EVIL
    PARENTS
    PLAY
    PERSPECTIVES
    METAANALYSIS
    ADOLESCENTS
    DIFFICULTY
    COGNITION
    Date: 2017-07
    Issue Date: 2018-02-21 15:58:03 (UTC+8)
    Abstract: 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.
    Relation: SCIENCE TECHNOLOGY AND SOCIETY 卷: 22 期: 2 頁碼: 236-258
    Appears in Collections:[Department of International Trade 7 Graduate Institute of International Trade ] periodical articles

    Files in This Item:

    File Description SizeFormat
    index.html0KbHTML660View/Open


    All items in CCUR are protected by copyright, with all rights reserved.


    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback