首页> 外文期刊>Computers in Human Behavior >Emotion, anthropomorphism, realism, control: Validation of a merged metric for player-avatar interaction (PAX)
【24h】

Emotion, anthropomorphism, realism, control: Validation of a merged metric for player-avatar interaction (PAX)

机译:情感,拟人化,真实感,控制力:验证玩家与角色互动(PAX)的合并指标

获取原文
获取原文并翻译 | 示例
           

摘要

This article proposes a validated 15-item scale that merges theoretically divergent perspectives on player avatar relations in extant literature (parasociality as psychological merging and sociality as psychological divergence) to measure player avatar interaction (PAX). PAX is defined as the perceived social and functional association between an MMO player and game avatar, inclusive of four factors: emotional investment, anthropomorphic autonomy, suspension of disbelief, and sense of player control. These four factors were stable across two large multi-game (N = 494) and game-specific player samples (N = 458), in both exploratory and confirmatory factor analyses. Construct validity tests show scale dimensions have expected significant relationships with a sense of human-like relatedness and player avatar relationship features, and predictive validity tests indicate theoretically likely and relevant factor associations with gameplay motivations and MMO genres. (C) 2015 Elsevier Ltd. All rights reserved.
机译:本文提出了一个经过验证的15个项目的量表,该量表合并了现有文献中关于玩家化身关系的理论分歧观点(超社会性为心理合并,社会性为心理差异)来衡量玩家化身互动(PAX)。 PAX定义为MMO玩家与游戏角色之间的社交和功能关联,包括四个因素:情感投资,拟人自治,怀疑的中止和玩家的控制感。在探索性和确认性因素分析中,这两个因素在两个大型的多游戏(N = 494)和特定于游戏的玩家样本(N = 458)中是稳定的。构造效度测试表明,尺度尺寸与人的相似感和玩家头像的关系特征具有预期的显着关系,而预测效度测试则表明理论上可能和相关的因素与游戏动机和MMO类型相关。 (C)2015 Elsevier Ltd.保留所有权利。

著录项

相似文献

  • 外文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号