英文摘要 |
This study based on the “Flow theory” proposed by Csikszentmihalyi (1975), with the observation of game attention from game-player via his distortion of time-sense yielded during the game-play, as well as the mental workload investigated after game-play, and attempt to discover the potential variables can instantly detect the flow state during game-play. In this study, 32 subjects were hired, with 24 trials composed by four game interfaces and 6 classic games. The Physical Time and Scores yielded by subjects during game-play are considered as objective dependent variables; the Task Difficulty, Selfability, and Subjective Time investigated after each trial are considered as subjective dependent variables, the Time Distortion Index, Workload Index, and Gaming Performance converted by above variables are treated as important analysis basis. The results showed: (1) the watersheds of Workload Index and Time Distortion Index respectively are 1.0 and 0, both of these tow indexes are in above the watershed tend to “anxiety”; (2) the game type with Low instant-response and High operating skill tend to “appropriate workload” and “underestimated the time”, it presents a high degree of game attention may be considered a reference to enter 'flow state'; (3) meet these types of above games, the Gaming Performance with 12.2% of statistical explanatory power for the Workload Index and 32.6% of statistical explanatory power for Time Distortion Index. This study suggested that the gaming performance can be treated as an important indicator to observe the game attention on game-play. More research is needed to confirm this. |