Reflecting on Attitudes Towards Death Through the use of Immersive Virtual Reality Commercial Video Games

Pierre Bourdin, Laura Calvet, Susanna Tesconi, J. Arnedo-Moreno
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引用次数: 1

Abstract

Video games can be an invaluable learning tool beyond pure skill acquisition, such as teaching us how to empathize with others or even self-reflecting on basic existential concerns: isolation, freedom, meaninglessness or death. This is further emphasized with the use of immersive technologies and becomes especially relevant when the experience itself is very difficult to replicate, when not impossible, in the real world. On that regard, this paper analyzes the impact of virtual reality (VR) commercial video games on the existential concern of one's own death. Participants (N 30) played one of three games for 15 minutes and the aftermath was examined using questionnaires and the implicit relational assessment procedure (IRAP). Our results show that there is no difference in the game experience, despite the different gameplay. However, IRAP results seem to indicate that players of the action game have a different attitude towards death.
通过使用沉浸式虚拟现实商业视频游戏反思对死亡的态度
电子游戏可以成为一种无价的学习工具,而不仅仅是单纯的技能获取,比如教会我们如何与他人产生共鸣,甚至是如何对基本的存在主义问题进行自我反思:孤立、自由、无意义或死亡。沉浸式技术的使用进一步强调了这一点,当体验本身很难在现实世界中复制时,这一点变得尤为重要。在这方面,本文分析了虚拟现实(VR)商业电子游戏对自身死亡存在性关注的影响。参与者(N 30)玩了三种游戏中的一种,玩了15分钟,然后用问卷和内隐关系评估程序(IRAP)检查了游戏的后果。我们的研究结果表明,尽管游戏玩法不同,但游戏体验并无差异。然而,IRAP的结果似乎表明,动作游戏的玩家对死亡的态度不同。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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