从游乐场感官到身体娱乐的数字化:涉及身体感官的多感官娱乐商业化

C. Spence
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引用次数: 5

摘要

通过刻意刺激本体感觉、动觉和/或前庭感觉/系统来娱乐身体感官,长期以来一直是游乐场和主题公园中许多(机械)游乐设施的重点。虽然动感刺激和本体感受愉悦的历史可以追溯到20世纪之交,尽管人们对数字刺激(如虚拟现实、虚拟世界等)的兴趣日益浓厚,但作为多感官娱乐商品化的一部分,在有效刺激身体感官(如在家庭环境中)方面,迄今为止进展甚微。的确,数字游戏不可能像一个精心设计的主题公园/游乐场那样让人完全沉浸其中。然而,要实现这一目标,很可能需要认识到,人们在工作场地上发现的独特感官所带来的体验,从根本上讲是多感官的。而且,正如我们稍后将看到的那样,当研究人员在实验室研究这些身体感觉时,或者在艺术背景下研究它们时,非身体感觉的贡献往往被忽视。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
From the fairground sensorium to the digitalization of bodily entertainment: commercializing multisensory entertainments involving the bodily senses
ABSTRACT Entertaining the bodily senses by means of the deliberate stimulation of the proprioceptive, kinesthetic, and/or vestibular senses/systems has long been the focus of many of the (mechanical) rides found on the fairground and at the theme park. Although the history of kinaesthetic thrills and proprioceptive pleasures stretches back to the turn of the 20th Century, and, despite the growing interest in digital stimulation (e.g. virtual reality, the Metaverse, etc.), little progress has, as yet, been made in terms of effectively stimulating the bodily senses digitally (e.g. in the home environment) as part of a commoditization of multisensory entertainments. Indeed, it may simply not be possible to digitally elicit the total immersion that one experiences in a well-designed theme-park/fairground ride. Nevertheless, approaching that goal will likely require a recognition of the fundamentally multisensory nature of the experience delivered by the unique sensorium that one finds on the working fairground. And, as we will see later, the contribution of the non-bodily senses is something that is often neglected when researchers have studied such bodily sensations in the laboratory, or else foregrounded them in an artistic, setting.
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