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Empirical study on Game Transfer Phenomena in a location-based augmented reality game

机译:基于位置的增强现实游戏中游戏转移现象的实证研究

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摘要

Research on Game Transfer Phenomena (GTP) has demonstrated that playing video games can lead to re-experiencing images, sounds, tactile sensations, spontaneous thoughts and actions, sometimes triggered by physical objects/events associated with the game. Location-based augmented reality games posit interesting questions regarding GTP, particularly because they use physical locations, they overlay digital images in physical contexts and the gameplay shifts between the virtual and the physical world. This study aims to investigate the prevalence of GTP and the role of immersion, augmented reality and sound in a sample of English- (EnS) and Spanish- (SpS) speaking garners of the game Pokemon Go (PoGo). A total of 1313 gainers (M-age = 31.47) were recruited online. GTP was less common than in previous studies; however, 82.4% had experienced GTP at least once. The SpS showed higher prevalence of GTP and played more intensively. Automatic mental processes predominated in the EnS, while behaviours and actions were more common in the SpS. The absence or presence of video game features seems important for the way GTP manifests. For instance, tactile hallucinations were more prevalent, while sensations of self-motion were less reported. Playing with augmented reality (AR) and sounds showed significant correlations with various GTP types, but not with re-experiencing images from the game. More garners who reported the sensation that Pokemon were physically present or looked for Pokemon outside the screen while playing, as connotations of immersion, had experienced GTP. Experiencing GTP while playing may be more common in location-based augmented reality games, compared to other games.
机译:对游戏转移现象(GTP)的研究表明,玩视频游戏可以重新体验图像,声音,触觉,自发的思想和动作,有时是由与游戏相关的物理对象/事件触发的。基于位置的增强现实游戏提出了有关GTP的有趣问题,特别是因为它们使用物理位置,它们在物理环境中覆盖了数字图像,并且游戏性在虚拟世界和物理世界之间转移。这项研究旨在调查游戏《口袋妖怪Go》(PoGo)中英语(EnS)和西班牙语(SpS)获得者样本中GTP的普遍性以及沉浸感,增强现实和声音的作用。在线招聘了1313位获得者(M-age = 31.47)。 GTP较以前的研究少见。但是,有82.4%的人至少经历过一次GTP。 SpS显示出较高的GTP流行度,并且比赛更加激烈。在EnS中,自动的心理过程占主导地位,而在SpS中,行为和行动则更为普遍。对于GTP的表现方式,视频游戏功能的缺失或存在似乎很重要。例如,触觉幻觉更为普遍,而自我运动感的报道则较少。玩增强现实(AR)和声音会显示与各种GTP类型的显着相关性,但与重新体验游戏中的图像却没有显着相关性。作为沉浸的含义,更多的参加比赛的人报告说口袋妖怪在场时身临其境或在屏幕外寻找口袋妖怪的感觉(沉浸感)经历了GTP。与其他游戏相比,在基于位置的增强现实游戏中,边玩边体验GTP可能更为常见。

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