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Predicting Subjective Enjoyment of Aspects of a Videogame from Psychophysiological Measures of Arousal and Valence

机译:从唤醒和价态的心理生理指标预测视频游戏各方面的主观享受

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The links between objective measures of affect and subjective ratings regarding a learning and performance episode are not well understood. Specifically, how a subjective appreciation is constructed from low-level affective reactions during a given experience remains largely unknown. The goal of this study is to investigate if the subjective appreciation of a videogame can be predicted from objective online measures of affect, namely arousal and valence. The participants were 35 undergraduate students with minimal experience with the first-person shooter genre of video games. They played FarCry Primal™, a first-person shooter-infiltration game, for 90 min. Results show that arousal, and not valence, is related to the subjective appreciation of a videogame. Since a continuous measure of arousal is cheap and relatively unobtrusive, the findings may have applications in the design of interactive computer applications, such as ITS and videogames, in helping pinpoint important segments in learning episodes that will affect a learner's subjective rating of her experience.
机译:关于学习和表现事件的情感的客观度量和主观等级之间的联系尚未得到很好的理解。具体而言,在给定的体验中如何从低级的情感反应来构建主观欣赏仍然是未知的。这项研究的目的是调查是否可以通过客观的在线情感量度(即唤醒和价)来预测视频游戏的主观欣赏。参加者是35位本科生,他们对电子游戏的第一人称射击游戏经验很少。他们玩了第一人称射击渗透游戏FarCry Primal™,历时90分钟。结果表明,唤醒而不是效价与电子游戏的主观欣赏有关。由于唤醒的连续测量很便宜并且相对不引人注目,因此这些发现可能会在交互式计算机应用程序(如ITS和视频游戏)的设计中应用,以帮助确定学习情节中的重要部分,这将影响学习者对她的体验的主观评价。

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