努力工作,努力惊吓?心理负荷对跳吓强度影响的研究

Q1 Social Sciences
Thomas Terkildsen, Lene Engelst, Mathias Clasen
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引用次数: 0

摘要

尽管跳跃恐惧在恐怖电子游戏中非常普遍且具有相关性,但却很少有人对此进行实证研究。虽然HCI研究通常使用恐怖游戏作为实验刺激,但关于如何让游戏中的跳跃惊吓更可怕或更不可怕的科学研究就更少了。目前的受试者间研究(n=60)通过调查跳跃恐惧强度(生理和主观测量)是否与任务难度相关来解决这一问题。我们在四个平衡条件下,通过不同难度的N-back任务,在不断增加的心理负荷水平上触发游戏中的跳跃恐慌。结果表明,心理负荷与生理唤醒之间存在显著的线性关系。然而,这不是由跳跃惊吓引起的主观觉醒知觉的情况。这些发现对恐怖游戏的设计具有启示意义。他们表明,跳跃恐惧引起的生理刺激水平可以通过改变游戏内任务的难度来控制,这需要大量的脑力劳动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Work Hard, Scare Hard? An Investigation of How Mental Workload Impacts Jump Scare Intensity
Despite the prevalence and relevance of jump scares in horror video games, there is little empirical research on them. While HCI research commonly uses horror games as experimental stimuli, even less scientific research exists on what makes a jump scare in a game more or less scary. The present between-subject study (n=60) addresses this by investigating whether jump scare intensity—measured physiologically and subjectively—scales with task difficulty. We triggered in-game jump scares at increasing levels of mental workload across four counterbalanced conditions, manipulated using N-back tasks of varying difficulty. Results demonstrate a significant linear relationship between mental workload and physiological arousal. However, this is not the case for subjective perception of arousal elicited by the jump scare. These findings have design implications for horror games. They show that the level of physiological arousal caused by a jump scare can be controlled by changing the difficulty of an in-game task that necessitates a substantial amount of mental work at the same time.
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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