游戏事件对玩家笑声反应的生理学研究

Mikito Fukuda, Y. Arimoto
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摘要

为了研究计算机对我们情绪表达的自动反应是否会影响我们在虚拟世界中的认知和情感参与,本研究检测了玩家对游戏事件的生理反应,以回应玩家自发的笑声。在我们的实验中,参与者玩了两个条件虚拟游戏,并在游戏过程中记录了他们的心电图、皮肤电活动和面部肌电图(瓦楞纸上纤毛肌和颧大肌)。实验分为有利事件条件和不利事件条件。在有利事件条件下,系统用对玩家有利的事件回应玩家的笑声。在不利事件条件下,系统用一个让玩家恼火的事件来回应玩家的笑声。使用这些生理信号进行三向方差分析,以检验事件类型和事件持续时间之间的生理反应存在时间序列变化的假设。结果,在有利/不利事件条件下,在事件呈现后观察到明显较慢的心率。这一结果表明,当任何事件与他们的笑声相冲突时,玩家会更加关注游戏。而且,这两种类型的事件都能使玩家的笑声更活跃地激活皮肤电活动和皱襞上纤毛肌。特别是,不利事件对运动员的笑声比有利事件更能激活瓦楞肌上纤毛肌。这些结果表明,当玩家笑着遇到麻烦或幸运的情况时,他们会更加投入到游戏中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Physiological study on the effect of game events in response to player's laughter
To investigate whether computer's automatic responses to our emotional expression influences our cognitive and emotional involvement in a virtual world, this study examined to measure the player's physiological reactions to game events presented in response to the players' spontaneous laughter. Participants played two conditional virtual games in our experiments, and their electrocardiogram, electrodermal activity, and facial electromyography (corrugator supercilii muscle and zygomaticus major muscle) were recorded during the games. The experiment consisted of two conditions, namely advantageous event condition and disadvantageous event condition. In the advantageous event condition, the system responded to the player's laughter with an event that benefitted the player. In the disadvantageous event condition, the system responded to the player's laughter with an event that annoyed the player. A three-way analysis of variance was performed using these physiological signals to test the hypothesis that there is time-series variation in physiological responses between both event types and event durations. As a result, a significantly slower heart rate was observed after the presentation of an event in both the advantageous/disadvantageous event conditions. This result suggests that the players paid more attention to the game when any event was generated against their laughter. Moreover, both type of events to the player's laughter more activated electrodermal activity and corrugator supercilii muscle. In particular, the disadvantageous events to the player's laughter more activated corrugator supercilii muscle than the advantageous event. These results suggest that players were more emotionally engaged in the game when they encountered troublesome or fortunate situations while laughing.
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