This descriptive study utilized a validated questionnaire to determine the emotions exhibited by computer gamers in cyber caf\'es. It was revealed that most of the gamers were young, male, single, as well as high school and vocational students who belonged to middle-income families. Most of them had computer access at home but only a few had Internet access at home. Gamers tended to play games in cyber caf\'es at least three times a week, usually in the evening, for at least two hours per visit. They also reported that they played games frequently. Majority of the gamers were fond of playing DOTA, League of Legends, and CABAL and they had been playing games for at least two years. It was disclosed that they exhibited both positive and negative emotions while playing games. It was shown that gamers were inclined to be more anxious to be defeated in a game as gaming became frequent and length of years in playing games increased. They also had the tendency to become more stressed when length of years of playing games increased. On the other hand, other gaming behaviors were not significantly related to other emotions. Thus, the null hypothesis stating that gaming behaviors of the respondents are not significantly related to the emotions exhibited while playing the computer games is partially rejected. Therefore, not all emotions exhibited while playing computer games could be attributed to their gaming behaviors. It is recommended that other emotions such as anger, frustration, boredom, amusement, etc. be included in future research.
翻译:这份描述性研究利用一个经过验证的问卷来确定计算机游戏家在网吧里所表现的情绪。 显示大多数游戏家都是年轻、男性、单身以及高中和职业学生,属于中等收入家庭。 他们大多在家有电脑接入,但只有少数人在家有因特网接入。 游戏家通常每周在网吧里玩游戏至少三次,每次访问至少两小时。 他们还报告说,他们经常玩游戏。 大多数游戏家喜欢玩DOTA、传说联盟和CABAL游戏,而且他们玩游戏至少两年。 披露了他们在玩游戏时表现出积极和消极的情绪。 显示游戏家倾向于在游戏中更渴望在游戏中击败,因为游戏越来越频繁,游戏时间也越来越长。 当游戏时间长,他们经常玩游戏。 他们还报告说,他们经常玩游戏。 另一方面,其他游戏家的行为与其他情感没有明显相关关系。 因此,无效的假设是,他们在玩游戏时既有正面情绪,也有负面的情绪行为,而游戏则把游戏的游戏行为归结为真实的情绪。