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Re-orchestrating Game Drama: The Immersive Experience of Dynamic Music in Video Games

机译:重新协调游戏戏剧:视频游戏中动态音乐的沉浸体体验

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Non-linear storytelling environments take us one step closer towards immersive experiences while relying heavily on the emotional congruency of the presented stimuli as a function of user action. Describing the drama of a given narrative framework, dynamic music scores also act adaptively as an individual component of perception and behaviour related phenomena of the player. Within the outlined context, a pilot study was conducted to explore imaginary and sensory immersion, suspension of disbelief, involvement, flow, spatial presence self location, possible actions as well as emotional valence and arousal in the context of dynamic and non-dynamic music in an action-adventure video game, while at the same time considering decoding skills and intensified emotional involvement in trait musical empathy and tendency for immersion. 60 subjects answered self-report questionnaires of experiential states each time after playing the game 'Batman: Arkham City' in one of three conditions accounting for 1) dynamic music, 2) non-dynamic music/low arousal potential and 3) non-dynamic music/high arousal potential, in this way manipulating affective arousal, structural-temporal alignment and emotional congruency of non-diegetic music separately. Whereas imaginary aspects of immersive presence are systemically affected by the presentation of dynamic music, sensory spatial aspects show higher sensitivity towards the arousal potential of the music score on which it is argued that a compatible integration of global and local game goals contributes to a motivational-emotional reinforcement that can be gained through musical feedback. Investigating the perceived drama related interactive qualities of dynamic music in the likes of a Theory of Mind approach, different layers of virtual mind sets between the player, avatar and game environment moderate a continuous regulatory modulation of emotional response, which by indications of the gathered data, might open the door to a decrease of post-game aggression achieved by contextual effects of dynamic music.
机译:非线性叙事的环境需要我们进一步迈向身临其境的体验,而在呈现刺激作为用户操作的功能的一致性情绪严重依赖。描述一个给定的故事框架的戏,动感的音乐成绩也自适应地充当感知和玩家的行为与现象的单个组件。在概述的背景下,试点研究,以探讨在动态和非动态的音乐在背景虚和沉浸感,怀疑的悬挂,参与,流动,空间存在自我定位,可能的动作以及情绪价和觉醒动作冒险视频游戏,而在同一时间考虑解码能力和加剧特质的音乐同情和倾向浸入情感的牵连。 60个主题体验状态的玩​​游戏“蝙蝠侠:阿甘之城”后,每次回答自我报告问卷通过三种条件占1)动感的音乐,2)非动态的音乐/低觉醒潜力和3)非动态音乐/高觉醒电位,以这种方式分别操纵情感觉醒,结构 - 时间对准和情感一致性非剧情的音乐。而身临其境的存在虚方面进行了系统受动态音乐的表现,感觉空间方面显示出对其所主张的乐谱的兴奋电位高灵敏度全球和本地游戏的目标有助于的兼容集成到motivational-可以通过音乐的反馈获得的情绪增强。调查在心灵方法的理论喜欢相关的动态音乐的互动质量感知剧,玩家,头像和游戏环境之间的虚拟头脑套不同层中度情绪反应的持续监管调制,它通过收集的数据的迹象,可能会打开大门,动感的音乐的情境效应实现赛后侵略的下降。

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