Watching movies in VR: A research ecosystem for the study of screen media effects.

IF 3.9 2区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Faith A Delle, Gary Bente, Nolan Jahn, Juncheng Wu
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Abstract

We introduce a virtual reality (VR) research ecosystem for the study of screen media effects and present a study providing evidence for its usability and validity. The study tested whether responses to affect-laden films presented on a standard TV within a physical space can be replicated in a virtual environment. The virtual setting was developed using Vizard 7.0, an open-access and customizable solution for media research. Using a between-subjects design, 70 participants were randomly assigned to either a TV or VR condition. Both groups were exposed to the same set of nine movie clips, encompassing three emotional categories (scary, funny, sad). While participants in the TV condition watched the clips on a physical 65″ TV, participants in the VR condition watched the clips on a virtual screen in the VR living room using a Meta Quest 2 VR headset. Continuous ratings of perceived emotional intensity and physiological measures of arousal (skin conductance level, heart rate, pulse volume amplitude) served as dependent variables. Overall, results confirmed the convergent validity between the two experimental conditions, revealing high correlations for all process variables across all stimuli. Results also demonstrated distinct responses to the clips of different emotional tones that were consistent across the experimental conditions. The findings encourage the use of VR for the study of screen media effects, demonstrating convergent validity with real-world scenarios while offering significant advantages, such as standardization and portability of the experimental setup as well as high levels of experimental control over reception setting variables.

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在VR中观看电影:一个研究屏幕媒体效果的研究生态系统。
我们引入了一个虚拟现实(VR)研究生态系统来研究屏幕媒体效应,并提出了一项研究,为其可用性和有效性提供了证据。该研究测试了在物理空间中播放的标准电视上播放的充满情感的电影的反应是否可以在虚拟环境中复制。虚拟设置是使用Vizard 7.0开发的,这是一个开放访问和可定制的媒体研究解决方案。采用受试者间设计,70名参与者被随机分配到电视或虚拟现实环境中。两组人都看了同样的九部电影片段,包括三种情感类型(恐怖、有趣、悲伤)。当电视组的参与者在一台65″电视上观看视频片段时,虚拟现实组的参与者在虚拟现实客厅的虚拟屏幕上使用Meta Quest 2虚拟现实耳机观看视频片段。知觉情绪强度的连续评分和觉醒的生理测量(皮肤电导水平、心率、脉搏体积振幅)作为因变量。总体而言,结果证实了两个实验条件之间的收敛效度,揭示了所有刺激中所有过程变量的高度相关性。结果还表明,在不同的实验条件下,对不同情绪语调的剪辑的不同反应是一致的。研究结果鼓励将VR用于屏幕媒体效果的研究,展示了与现实世界场景的收敛有效性,同时提供了显著的优势,例如实验设置的标准化和可移植性,以及对接收设置变量的高水平实验控制。
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来源期刊
CiteScore
10.30
自引率
9.30%
发文量
266
期刊介绍: Behavior Research Methods publishes articles concerned with the methods, techniques, and instrumentation of research in experimental psychology. The journal focuses particularly on the use of computer technology in psychological research. An annual special issue is devoted to this field.
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