Examining movement as foundation for embodied player experiences and technology relationships

IF 6 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Louise Petersen Matjeka , Hanna Elina Wirman , Beatrix Vereijken , Florian 'Floyd' Mueller
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引用次数: 0

Abstract

Game studies and Human-Computer Interaction (HCI) research on embodied experiences and technology relationships often diverge; while game studies focus on the player–in-game character relationship, HCI emphasises sensory perception and stimulation. This paper bridges these perspectives by examining movement as fundamental to perception and interaction, exploring how movement unfolds in sequences between player(s) and technologies. The paper presents a theoretical framework that combines the neuroscientific theories of predictive processing and active inference with phenomenology to understand perception as a subjective experience along with its underlying neurobiological processes. Complemented by an autoethnographic inquiry in which the primary author played seven games over three years, we apply the theoretical framework to analyse how movement drives embodied experiences. Our findings reveal that the composition of movement sequences is a key mechanism for embodied player experiences and technology relationships. Furthermore, the study identifies four dynamics in the sequential movement compositions that shape the qualities of experience. By foregrounding movement as central to connecting players and avatars in sensory engagement, we provide a unified perspective that benefits researchers and designers across the fields of game studies and HCI.
将移动作为体现玩家体验和技术关系的基础
游戏研究和人机交互(HCI)研究在体现体验和技术关系方面经常出现分歧;游戏研究关注的是玩家与游戏角色的关系,而HCI强调的是感官知觉和刺激。本文通过将动作视为感知和互动的基础,探索动作如何在玩家和技术之间的序列中展开,从而将这些观点联系起来。本文提出了一个理论框架,将预测处理和主动推理的神经科学理论与现象学相结合,以理解感知作为一种主观体验及其潜在的神经生物学过程。通过一项自我民族志调查(主要作者在三年内玩了七场游戏),我们应用理论框架来分析运动如何驱动体现体验。我们的发现表明,动作序列的构成是体现玩家体验和技术关系的关键机制。此外,该研究确定了顺序动作构成中的四个动态,这些动态塑造了体验的质量。通过将动作作为连接玩家和虚拟角色的感官参与的核心,我们提供了一个统一的视角,有利于游戏研究和HCI领域的研究人员和设计师。
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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