支持性反馈信息对游戏体验的影响:社交在场的中介作用

IF 1.7 4区 心理学 Q2 COMMUNICATION
Jihyun Kim, C. Erik Timmerman
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引用次数: 36

摘要

自诞生以来,基于运动的电子游戏(exergames)的受欢迎程度一直在持续增长。鉴于游戏的快速发展,学者们对游戏体验进行了调查,重点关注玩家收到的有关表现的反馈(如进度条、分数),以及这些信息如何影响游戏体验。为了扩展现有的游戏研究,本研究有两个主要目标:(a)测试来自游戏的口头反馈信息的支持性如何影响玩家的游戏体验;(b)评估玩家的社交存在感是否可以作为理解反馈和体验之间联系的机制。采用被试间设计进行了一项实验(N = 47)。两组进行比较:高支持反馈和低支持反馈。研究结果显示,获得高度支持性反馈的玩家比获得较低支持性反馈的玩家报告更多的游戏体验(如乐趣)。此外,社交存在是调节反馈和游戏体验之间关系的关键变量。虽然目前的研究结果很重要,但它们仅限于解释大学生在玩游戏后的短期、即时反应。本研究为研究和实践提供了启示。特别是,该研究有助于扩展对游戏研究和社会存在研究中的反馈的理解。从实际层面来看,研究结果表明游戏设计师应该考虑在游戏中加入更多支持性的社交反馈信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of Supportive Feedback Messages on Exergame Experiences: A Mediating Role of Social Presence
Since their inception, the popularity of exercise-based video games, or exergames, has continued to grow. Acknowledging the rapid growth of exergames, scholars have investigated exergame play experiences with a focus on the feedback a player receives about performance (e.g., progress bar, score) and how this information can influence game play experiences. To extend the existing exergame research, this study has two primary goals: (a) to test how the supportiveness of verbal feedback messages from an exergame can influence players’ exergame experiences and (b) to evaluate the way that a player’s sense of social presence may serve as a mechanism for understanding the link between feedback and experiences. An experiment (N = 47) was conducted using a between-subjects design. Two groups were compared: highly supportive versus lowly supportive feedback condition. The findings reveal that players who receive highly supportive feedback report greater exergame experience (e.g., enjoyment) than players who receive lowly supportive feedback. Further, social presence is a key variable that mediates the relationship between feedback and exergame experiences. Although the current research findings are important, they are limited to explaining short-term, immediate responses after exergame play among college students. The current research provides implications for research and practice. In particular, the study contributes to an extended understanding of feedback in exergame research and social presence research. At a practical level, the findings suggest that exergame designers should consider incorporating more supportive social feedback messages into a game.
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来源期刊
CiteScore
3.20
自引率
11.80%
发文量
42
期刊介绍: Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.
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