严肃游戏中的存在与化身:文献综述

Anthony Basille, Élise Lavoué, A. Serna
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引用次数: 0

摘要

在场和体现是沉浸式虚拟环境中用户体验的重要维度。这些概念已被广泛研究,特别是在电子游戏领域,以建模、测量和分析它们对用户体验的影响。严肃游戏虽然与电子游戏很接近,但具有不同的目的(教育、信息或培训),很少有研究关注这一特定背景下的存在和体现。在本文中,我们将对迄今为止关于严肃游戏中的存在感和化身感的研究进行深入分析。我们的文献综述解决了3个研究问题:(1)如何研究和测量存在和体现的概念?(2)存在感和化身感受到哪些方式、因素或变量的影响?(3)存在或体现的程度对用户体验的其他维度和对学习的影响是什么?最后,我们提出了研究途径,以探索该领域尚未充分探索的一些方面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Présence et incarnation dans les jeux sérieux : Une revue de la littérature
Presence and embodiment are important dimensions of the user experience in immersive virtual environments. These concepts have been extensively studied, particularly in the field of video games, to model, measure and analyze their influences on the user experience. Serious games, although close to video games, have a different purpose (educational, informative or training) and few studies have yet focused on presence and embodiment in this specific context. In this paper, we conduct an in-depth analysis of the studies that have been conducted so far on the feeling of presence and embodiment in serious games. Our literature review addresses 3 research questions: (1) How are the concepts of presence and embodiment studied and measured? (2) By what modalities, factors or variables are the sense of presence and embodiment influenced? (3) What are the impacts of the degree of presence or embodiment on other dimensions of the user experience and on learning? We conclude by proposing avenues of research to explore some aspects that have not yet been fully explored in the field..
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