在虚拟环境中违背预期会导致头痛、恶心和不可思议的感觉

IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL
Athanasios V. Kokkinakis , Xuanzheng Ming , Nathan T. Han , Liyu Cao
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引用次数: 0

摘要

2018年,全球数百万人玩的电子游戏《DOTA 2》引入了旋转游戏环境,同时玩家的角色和视角保持稳定。在游戏设计师不知情的情况下,玩家报告了恶心、头痛和怪异的感觉,如怪异、不适、厌恶。在研究1中,我们从公共论坛上收集了超过25,000个个人(英语,俄语和汉语)的跨文化证词,并进行了主题建模(BERTopic &;Llama 2)和情绪分析(VADER)证实了上述症状。在研究2中,我们从2018年下载了超过80万的dota2回放,提取了带有时间戳的玩家评论。与对照组相比,与头痛、恶心和恐怖(山谷)感觉相关的词语在转换环境中出现的频率更高,几乎是在玩家看到转换环境时立即出现的。在研究3中,我们在实验室中创建了自己的《dota2》旋转地图,用专门的《dota2》样本(游戏邦注:平均总游戏时间为2379.07小时)复制了之前的结果。在研究4中,我们使用不同的视觉转换(镜像)在不同的电子游戏类型(CS:GO)中复制了我们的发现。这些结果表明,用户体验设计师在修改虚拟环境时应该谨慎,因为意想不到的效果可能会导致用户不舒服。此外,修改后的虚拟环境可以为我们提供一种可靠和一致的方法来诱导头痛,因为其他方法可能存在问题,补充我们对这些疾病的理解。我们认为,持续的预期冲突(记忆与视觉输入)和负责处理视觉转换的外皮层区域的故障是这一现象的核心。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Expectancy violation in virtual environments causes headaches, nausea and uncanny feelings
In 2018, DOTA 2, a videogame played by millions of people worldwide, introduced a rotated game environment while players' avatars and point of view remained stable. Unbeknown to the game's designers, players reported nausea, headaches and uncanny feelings e.g., eeriness, discomfort, disgust. In Study 1, we harvested over 25,000 cross-cultural testimonies of individuals (English, Russian and Chinese) from public forums and we performed topic modelling (BERTopic & Llama 2) and sentiment analysis (VADER) confirming the above symptoms. In Study 2, we downloaded over 800.000 DOTA 2 replays from 2018 extracting timestamped player comments. Words related to headaches, nausea and uncanny (Valley) feelings occurred more frequently in the transformed environment compared to a control, starting almost immediately as soon as players saw the transformed environment. In Study 3, we created our own rotated DOTA 2 map in the lab, replicating our previous results with a specialised DOTA 2 sample (mean total of 2379.07 play hours). In Study 4, we replicated our findings in a different video game genre (CS:GO) using a different visual transformation (mirroring). These results suggest that UX designers should be cautious when modifying virtual environments, as unintended effects may cause user discomfort. Moreover, modified virtual environments could give us a reliable and consistent way to induce headaches since other methods can be problematic, supplementing our understanding of these diseases. We propose that the constant expectancy violation (memory versus visual input) and the malfunctioning of extrastriate areas, which are responsible for processing visual transformations, are central to this phenomenon.
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CiteScore
7.80
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