The Impact of Virtual Reality on the Induction of Affective States

C. Teixeira, A. Gonçalves, Catarina Gonçalves, Cátia Martins, Luís Diogo Marinho Matos
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Abstract

The main objective of this study is to understand if two different virtual environments induce different affective states in the participants. The specific objectives are to compare the different levels of game experience according to the dimensions of presence, to compare the absence and presence of virtual reality in the induction of affective states and to compare the levels of regularity in the use of video games and its impact on affective states. For this purpose, 20 participants were collected for convenience, from a Portuguese University in the north, aged between 18 and 44 years of both sexes, which were distributed 10 for each virtual environment where a group performed the experience with the game Aboots Demo and the other group performed with the game Resident Evil 7. A Socio-Demographic Questionnaire, the Affective States Profile and the IPQp were used for data collection. The main conclusions of this study showed different affective states in the different virtual reality conditions/environments, where Tension, Vigor and fatigue are the most relevant.
虚拟现实对情感状态诱导的影响
本研究的主要目的是了解两种不同的虚拟环境是否会引起参与者的不同情感状态。具体目标是根据存在的维度比较不同的游戏体验水平,比较虚拟现实的缺失和存在对情感状态的诱导,比较电子游戏使用的规律性水平及其对情感状态的影响。为此,为了方便起见,从北部的一所葡萄牙大学收集了20名年龄在18至44岁之间的参与者,他们被分配到每个虚拟环境中,其中一组体验游戏《aboot Demo》,另一组体验游戏《生化危机7》。采用社会人口调查问卷、情感状态问卷和IPQp进行数据收集。本研究的主要结论表明,在不同的虚拟现实条件/环境中,情感状态存在差异,其中张力、活力和疲劳是最相关的。
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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