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A study of experiencing flow through online games interaction exercise

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Abstract

The purpose of online games is to enjoy, and several teenagers find this type of online activity to be very enjoyable. Studies show that those with online gaming issues are more likely to display violent, depressed, and anxious behaviors. The primary cause of those disorders is their inability to control and control their own emotions, including their aggression, depression, stress, and other emotional states. This study quantitatively examines the effect of online game exercise interaction sustainability on flow experience, enhancing players’ flow experience by using online game exercise interaction as an explanatory variable. Even detrimental outcomes like bond slave, isolation, and indifference may result from the flow experience. For analysis, this study uses both quantitative research and a questionnaire. However, the length of online games had an inverted U-shaped modulator effect on how much flow experience was influenced by game interaction. Playing video games for an excessive amount of time can diminish the efficiency of game interaction and possibly have psychological effects including Internet bond slave, loneliness, and carelessness. The research summarizes the psychological factors influenced due to online games. The policy implications of this finding are that while acknowledging the positive impact of online game exercise interaction on traffic experience. The research focuses on the moderating effect of game duration and controlling gaming time to avoid the negative impact of online games on adolescents’ psychology.

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Data Availability

The data used to support the findings of this study are available from the corresponding author upon request.

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Funding

Guangdong Province Important Construction Discipline Scientific Research Capacity Enhancement Project “Research on Adolescent Online Game Addiction and Evidence Based Intervention” (2022ZDJS126).

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Correspondence to Junwei Wang.

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Zhu, D., Huang, S. & Wang, J. A study of experiencing flow through online games interaction exercise. Curr Psychol 43, 12522–12534 (2024). https://doi.org/10.1007/s12144-023-05273-x

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