메뉴 건너뛰기




Volumn 10, Issue 1, 2011, Pages 106-114

Exploring online game players' flow experiences and positive affect

Author keywords

Aggression; Flow; Non violent online game; Online game play; Violent online game

Indexed keywords


EID: 78751527731     PISSN: None     EISSN: 13036521     Source Type: Journal    
DOI: None     Document Type: Article
Times cited : (77)

References (24)
  • 1
    • 1242276188 scopus 로고    scopus 로고
    • An update on the effects of playing violent video games
    • Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113-122.
    • (2004) Journal of Adolescence , vol.27 , Issue.1 , pp. 113-122
    • Anderson, C.A.1
  • 2
    • 33749844916 scopus 로고    scopus 로고
    • Flow experience and autotelic personality in Japanese college students: How do they experience challenges in daily life
    • Asakawa, K. (2004). Flow experience and autotelic personality in Japanese college students: How do they experience challenges in daily life. Journal of Happiness Studies 5, 123-154.
    • (2004) Journal of Happiness Studies , vol.5 , pp. 123-154
    • Asakawa, K.1
  • 3
    • 27644516897 scopus 로고    scopus 로고
    • Flow on the net: Detecting web users' positive affects and their flow states
    • Chen, H. (2006). Flow on the net: Detecting web users' positive affects and their flow states. Computer in Human Behavior, 22(2), 221-223.
    • (2006) Computer in Human Behavior , vol.22 , Issue.2 , pp. 221-223
    • Chen, H.1
  • 4
    • 57649136557 scopus 로고    scopus 로고
    • Analyzing Online Game Players: From Materialism and Motivation to Attitude
    • Chang, J. H. & Zhang H. (2008). Analyzing Online Game Players: From Materialism and Motivation to Attitude. CyberPsychology & Behavior, 11, 711-714.
    • (2008) CyberPsychology & Behavior , vol.11 , pp. 711-714
    • Chang, J.H.1    Zhang, H.2
  • 6
    • 33745600416 scopus 로고    scopus 로고
    • Affect and the online game player: The effect of gender, personality, and game reinforcement structure on affective responses to online game-play
    • Chumbley, J., and Griffiths, M. D. (2007). Affect and the online game player: The effect of gender, personality, and game reinforcement structure on affective responses to online game-play. Cyberpsychology & Behavior, 9(3), 308-316.
    • (2007) Cyberpsychology & Behavior , vol.9 , Issue.3 , pp. 308-316
    • Chumbley, J.1    Griffiths, M.D.2
  • 7
    • 0031757397 scopus 로고    scopus 로고
    • Video game violence: A review of the empirical literature
    • Dill, K. E., & Dill, J. C. (1998). Video game violence: A review of the empirical literature. Aggression and Violent Behavior, 3(4), 407-428.
    • (1998) Aggression and Violent Behavior , vol.3 , Issue.4 , pp. 407-428
    • Dill, K.E.1    Dill, J.C.2
  • 8
    • 0032930752 scopus 로고    scopus 로고
    • Violent video games and aggression: A review of the literature
    • Griffiths, M. D. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behavior, 4(2), 203-12.
    • (1999) Aggression and Violent Behavior , vol.4 , Issue.2 , pp. 203-212
    • Griffiths, M.D.1
  • 9
    • 22344439058 scopus 로고    scopus 로고
    • Videogame addiction: Does it exist?
    • In J. Goldstein & J. Raessens (Eds.), Boston: MIT Press
    • Griffiths, M. D., & Davies, M. N. O. (2005). Videogame addiction: Does it exist? In J. Goldstein & J. Raessens (Eds.), Handbook of computer game studies (pp. 359-368). Boston: MIT Press.
    • (2005) Handbook of Computer Game Studies , pp. 359-368
    • Griffiths, M.D.1    Davies, M.N.O.2
  • 10
    • 0036437988 scopus 로고    scopus 로고
    • Online playfulness and anxiety: Positive and negative mediators of the system experience effect on perceived ease of use
    • Hackbarth, G., Grover, V., & Yi, M. Y. (2003). Online playfulness and anxiety: Positive and negative mediators of the system experience effect on perceived ease of use. Information & Management, 40, 221-232.
    • (2003) Information & Management , vol.40 , pp. 221-232
    • Hackbarth, G.1    Grover, V.2    Yi, M.Y.3
  • 11
    • 62349085508 scopus 로고    scopus 로고
    • Development and validation of a game addiction scale for adolescents
    • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12(1), 77-95.
    • (2009) Media Psychology , vol.12 , Issue.1 , pp. 77-95
    • Lemmens, J.S.1    Valkenburg, P.M.2    Peter, J.3
  • 12
    • 84985801354 scopus 로고
    • Are you what you feel - the affective and cognitive determinants of self-judgments
    • Levine, S. R., Wyer, R. S., & Schwarz, N. (1994). Are you what you feel - the affective and cognitive determinants of self-judgments. European Journal of Social Psychology, 24(1), 63-77.
    • (1994) European Journal of Social Psychology , vol.24 , Issue.1 , pp. 63-77
    • Levine, S.R.1    Wyer, R.S.2    Schwarz, N.3
  • 13
    • 58049149177 scopus 로고    scopus 로고
    • Developing evaluative indicators for educational computer games
    • Liu, E. Z. F., & Lin, C. H. (2009). Developing evaluative indicators for educational computer games. British Journal of Educational Technology, 40(1), 174-178.
    • (2009) British Journal of Educational Technology , vol.40 , Issue.1 , pp. 174-178
    • Liu, E.Z.F.1    Lin, C.H.2
  • 15
    • 59049094940 scopus 로고    scopus 로고
    • An examination of psychoticism and motion capture controls as moderators of the effects of violent video games
    • Markey, P. M., & Scherer, K. (2009). An examination of psychoticism and motion capture controls as moderators of the effects of violent video games. Computers in Human Behavior, 25(2), 407-411.
    • (2009) Computers in Human Behavior , vol.25 , Issue.2 , pp. 407-411
    • Markey, P.M.1    Scherer, K.2
  • 16
    • 1342310813 scopus 로고    scopus 로고
    • A grounded theory of the flow experiences of Web users
    • Pace, S. (2004). A grounded theory of the flow experiences of Web users. International Journal of Human-Online Studies, 60(3), 327-363.
    • (2004) International Journal of Human-Online Studies , vol.60 , Issue.3 , pp. 327-363
    • Pace, S.1
  • 18
    • 0034255657 scopus 로고    scopus 로고
    • Media and youth: Access, exposure and privatization
    • Roberts, D. F. (2000). Media and youth: access, exposure and privatization. Journal of Adolescent and Health, 27(1), 8-14.
    • (2000) Journal of Adolescent and Health , vol.27 , Issue.1 , pp. 8-14
    • Roberts, D.F.1
  • 20
    • 33845628973 scopus 로고    scopus 로고
    • The motivational pull of video games: A selfdetermination theory approach
    • Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A selfdetermination theory approach. Motivational Emotion, 30, 347-363.
    • (2006) Motivational Emotion , vol.30 , pp. 347-363
    • Ryan, R.M.1    Rigby, C.S.2    Przybylski, A.3
  • 21
    • 33745597114 scopus 로고    scopus 로고
    • Psychological motives and online games addiction: A test of flow theory and humanistic needs theory for Taiwanese adolescents
    • Wan C. S., & Chiou W. B. (2006). Psychological motives and online games addiction: A test of flow theory and humanistic needs theory for Taiwanese adolescents. CyberPsychology & Behavior, 9(3), 317-324.
    • (2006) CyberPsychology & Behavior , vol.9 , Issue.3 , pp. 317-324
    • Wan, C.S.1    Chiou, W.B.2
  • 22
    • 34347251260 scopus 로고    scopus 로고
    • Effects of playing violent videogames on Chinese adolescents' pro-violence attitudes, attitudes toward others, and aggressive behavior
    • Wei, R. (2007). Effects of playing violent videogames on Chinese adolescents' pro-violence attitudes, attitudes toward others, and aggressive behavior. Cyberpsychology & behavior, 10(3), 371-380.
    • (2007) Cyberpsychology & Behavior , vol.10 , Issue.3 , pp. 371-380
    • Wei, R.1
  • 23
    • 70449472638 scopus 로고    scopus 로고
    • The virtual census: Representations of gender, race and age in video games
    • Williams, D., Martins, N., Consalvo, M., & Ivory, J. D. (2009). The virtual census: representations of gender, race and age in video games. New Media & Society, 11(5), 815-834.
    • (2009) New Media & Society , vol.11 , Issue.5 , pp. 815-834
    • Williams, D.1    Martins, N.2    Consalvo, M.3    Ivory, J.D.4
  • 24
    • 76449084908 scopus 로고    scopus 로고
    • How the use of computer types and frequency affects adolescences towards anger and aggression
    • Yagci, E., & Caglar, M. (2010). How the use of computer types and frequency affects adolescences towards anger and aggression. The Turkish Online Journal of Educational Technology, 9(1), 89-97.
    • (2010) The Turkish Online Journal of Educational Technology , vol.9 , Issue.1 , pp. 89-97
    • Yagci, E.1    Caglar, M.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.