Impacts of Gender and Game Genes on the Changes of Players’ Flow, Emotion, and Brain Waves during Gameplay

碩士 === 中華大學 === 資訊管理學系碩士班 === 102 === Computer game is one of the youngster’s favorite activities, and is easy to get the positive emotions during the process of playing computer games. Therefore, the aim of this study is to investigate the relationship with gender differences, flow, brain waves and...

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Bibliographic Details
Main Authors: Wan,Ching-Chih, 萬靜之
Other Authors: Jia-Jiunn Lo
Format: Others
Language:zh-TW
Published: 2014
Online Access:http://ndltd.ncl.edu.tw/handle/43237067989244628458
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Summary:碩士 === 中華大學 === 資訊管理學系碩士班 === 102 === Computer game is one of the youngster’s favorite activities, and is easy to get the positive emotions during the process of playing computer games. Therefore, the aim of this study is to investigate the relationship with gender differences, flow, brain waves and the emotional during the game. There are 30 participants were recruited from master’s degree students and college. The experiment cost 30 to 50 minutes. In the experiments, we use three different types of computer games, such as racing, action and puzzle game. In this study, we used full-screen video to record and fill in the questionnaire to understand the participants’ flow, brain waves and emotional. After the participants finished the experiments, the ANOVA was used to analyses the data. The results of the analysis shows that the gender dimensions of control aspect in different type’s game have significant. Although the statistical result shows that the gender is not significant, men are significantly greater than women in the control aspect. The convenience sampling method was used to separate the participants into racing game (10 participants), action game (5 participants) and puzzle game (5 participants). The results of the brain EEG shows that Alpha and Beta have significant fluctuated. However, Theta, Alpha and Beta emerged the most value about ascent and descent. Hence, Theta, Alpha and Beta have influenced each other. There was no significant difference between genders with three different aspects in the different kinds of games. The result shows that participants were anxious, flow and boredom when they laying racing games, action games and puzzle game; in the meanwhile, Beta, Alpha and Theta value have not significantly.