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 of playing violent or nonviolent digital games. Undergraduate participantspsila flow experiences and positive affect after playing nonviolent digital games were higher than playing violent digital games. The authors suggested that experimental designs and sex in the participantspsila composition would have impacts on our results. The limitation was discussed as well.
Download Full PDF Version (Non-Commercial Use)