Mixed Environment with Augmented Reality: The Effects of Presence in Game Interaction Situation

IF 0.4 Q4 PSYCHOLOGY, EXPERIMENTAL
G.U. Soldatova, E.I. Rasskazova, A.S. Klishevich
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Abstract

Augmented, virtual reality, online and offline are considered as a single living space of mixed reality - an important dimension of socialization of the personality functioning in such an environment enhanced and expanded by technical devices and programs. In this context one of the main psychological phenomena is the phenomenon of presence - individuals' subjective experience of being in mixed reality. The aim of the research is to study the peculiarities of the subjective experience (phenomenon) of presence by a personality, enhanced by augmented reality in a gaming social interaction in mixed environment. 154 students aged 17 to 24 participated in an augmented reality underwater hunting game in pairs. They were randomly presented with three instructions: neutral, cooperative, and competitive interaction. Subjective experience of presence (immersion in the game, engagement, realism of augmented reality) as an integrative indicator of technologically enhanced personality, social interaction (distraction to the partner, attitude towards the partner), positive and negative emotions were assessed. The following results were obtained: engagement and realism of augmented reality are related to immersion in the given environment. The effect of presence is related to positive, but not negative, changes in emotional state while playing in augmented reality. Game involvement is more pronounced in competitive AR conditions than in cooperative and neutral ones. Greater game involvement and realism of augmented reality are associated with fewer distractions to the partner. Regarding game immersion, the same effect was found for neutral instruction and cooperative instruction. The effect of presence (engagement and realism of augmented reality) in a mixed environment as an important indicator of personality, enhanced with augmented reality, was more pronounced in a competitive environment and was associated with more positive experiences in it and fewer distractions to a partner.

混合环境与增强现实:存在感在游戏交互情境中的作用
<p style="text-align: justify;">增强现实、虚拟现实、在线和离线被认为是混合现实的单一生活空间——在这种环境中,人格功能社会化的一个重要维度被技术设备和程序增强和扩展。在这种背景下,主要的心理现象之一是在场现象——个体在混合现实中的主观体验。本研究的目的是研究在混合环境的游戏社交互动中,通过增强现实技术增强的人格存在的主观体验(现象)的特殊性。154名17至24岁的学生参加了一项增强现实水下狩猎游戏。他们被随机提供了三种指示:中立、合作和竞争互动。作为技术增强人格、社交互动(对伴侣的干扰、对伴侣的态度)、积极和消极情绪的综合指标的存在的主观体验(沉浸在游戏中、参与、增强现实的现实性)被评估。结果表明:增强现实的参与性和真实感与在给定环境中的沉浸感有关。在场的影响与玩增强现实游戏时情绪状态的积极变化有关,而不是消极变化。在竞争性增强现实条件下,游戏参与比在合作性和中性增强现实条件下更为明显。更大的游戏参与度和增强现实的现实性与更少的伴侣分心有关。在游戏沉浸感方面,中性教学和合作教学的效果相同。在混合环境中,存在感(增强现实的参与度和现实性)作为个性的重要指标,在增强现实中得到增强,其影响在竞争环境中更为明显,并且与更积极的体验和更少的对伙伴的干扰相关。
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来源期刊
Eksperimentalnaya Psikhologiya
Eksperimentalnaya Psikhologiya PSYCHOLOGY, EXPERIMENTAL-
CiteScore
0.90
自引率
50.00%
发文量
16
审稿时长
12 weeks
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