Belchior Patrícia, Marsiske Michael, Sisco Shannon, Yam Anna, Mann William
McGill University.
Act Adapt Aging. 2012 Dec 19;36(4):269-279. doi: 10.1080/01924788.2012.702307.
The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of Flow (Csikszentmihalyi, 1975).
Forty-five older adults were randomized to receive practice with an action game (), a puzzle-like game (), or a gold-standard Useful Field of View (UFOV) training program.
Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative to the onset of training.
Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory (Csikszentmihalyi, 1975).
本研究调查了老年人参与电子游戏训练项目的程度。参与程度采用心流概念(齐克森米哈里,1975年)进行衡量。
45名老年人被随机分组,分别接受动作游戏、类拼图游戏或黄金标准的有用视野(UFOV)训练项目的练习。
与训练开始时相比,《荣誉勋章》和《俄罗斯方块》的参与者在训练结束时的心流评分显著更高。
参与者更热衷于能够根据其技能水平进行调整且提供递增难度级别的游戏。这一发现与心流理论(齐克森米哈里,1975年)一致。