分解沉浸感:游戏需求和显示类型对听觉诱发电位的影响

S. Fairclough, Christopher G. Burns
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引用次数: 4

摘要

沉浸感是用来描述对电脑游戏的心理投入程度。我们进行了一项研究,以调查游戏需求(简单,困难,不可能)和显示类型(小型显示器,大型电视显示器,头戴式显示器)对沉浸体验的相对贡献。15名参与者在一系列条件下玩了一个赛车游戏。玩家的沉浸体验是通过主观调查问卷和诱发皮层电位的听觉古怪任务来捕捉的。结果表明,慢波电位对任务需求敏感,即不可能的需求降低了对游戏的注意。在正面和中央位置的显示类型也有微弱的影响,这表明与其他显示类型相比,大屏幕电视屏幕更有沉浸感。本研究提供了将沉浸分解为感觉和认知成分的初步数据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Decomposing immersion: effects of game demand and display type on auditory evoked potentials
Immersion is used to describe the degree of psychological engagement with a computer game. A study was performed to investigate the relative contribution of game demand (easy, hard, impossible) and display type (small 5 display, large TV display, head-mounted display) on the experience of immersion. Fifteen participants played a racing game in a range of conditions. Players' experience of immersion was captured via a subjective questionnaire and evoked cortical potentials to an auditory oddball task. Results indicated that slow wave potentials were sensitive to task demand, i.e. impossible demand reduced attention to the game. There was also a weak effect of display type at both frontal and central sites that was indicative of greater immersion for the large TV screen compared to other display types. This study provides preliminary data on the decomposition of immersion into sensory and cognitive components.
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