摘要
流畅感,也有人译作沉浸,指的是一种暂时性、主观的经验,当人们在进行活动的时候如果完全的投入情境中,就是进入一种沉浸的状态。在网络游戏中也有可能产生这样的状态,而这也是许多人会对网络游戏不可自拔的着迷的原因。我们以网络游戏中体验到的流畅感为例,探讨如何将这种体验迁移到教学或者工作当中,实现流畅感理论的应用。
Flow is a temporary and subjective experience which people put them in completely in some activities can feel.People can have such a feeling in the on-line games, that' s why many people just indulge themselves .Take the flow experience in the on-line game as an example,we intend to explore the reason and try to applicate the result to the creation and teaching.
出处
《社会心理科学》
2010年第3期54-56,85,共4页
Science of Social Psychology