Chao-yang Cheng

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The authors conducted two studies to explore online game players' flow experiences and positive affect. Our findings indicated that online game are capable of evoking flow experiences and positive affect, and games of violent or nonviolent type may not arouse players' aggression. The players could be placed into four flow conditions: flow, boredom, anxiety,(More)
The purpose of this study is to investigate the effects of digital games on undergraduate playerspsila flow experiences and affect. Our findings suggested that both violent and nonviolent digital games would evoke undergraduate playerspsila flow experiences and positive affect. Digital games may not arouse participantspsila real life aggression regardless(More)
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