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Presence and Platform: Effects of Embodiment Comparing a 2D Computer and 3D VR Game

机译:存在和平台:比较2D计算机和3D VR游戏的实施效果

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This randomized control study focused on how presence – the feeling of being there – is affected by the two factors of 1) embodiment (low versus high) and 2) learning platform (2D PC versus 3D Virtual Reality (VR)). Embodiment was deemed low if participants watched playbacks of the natural selection game in action, and it was deemed high if players used a physical gesture, either with a mouse or the VR hand control to manipulate the content. Two dependent variables of presence and engagement were assessed. The 147 participants were randomly assigned. Overall, those in the high embodiment conditions report higher presence, and overall those in the VR platform report higher presence. However, pairwise analyses showed that the high embodied PC group reported more presence than the low embodied VR group. This suggests that ‘platform is not destiny’. If an educational game or application is not one that gives the learner control and agency, then both presence and engagement will be diminished.
机译:这项随机对照研究的重点是在场状态–在场的感觉–受以下两个因素的影响:1)体现(低与高)和2)学习平台(2D PC与3D虚拟现实(VR))。如果参与者观看了自然选择游戏的播放,则实施例被认为是低端;如果玩家使用物理手势(通过鼠标或VR手动控件来操纵内容),则该实施例被认为是高端。评估了存在和参与的两个因变量。随机分配了147名参与者。总体上,高实施条件下的那些报告更高的存在,并且VR平台中的那些总体报告更高的存在。但是,成对分析显示,高体现的PC组比低体现的VR组报告的存在更多。这表明“平台不是命运”。如果教育性游戏或应用程序不能使学习者拥有控制权和代理权,那么存在感和参与感都将减少。

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