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Motion capture controls negate the violent video-game effect

机译:运动捕捉控件可以消除暴力的视频游戏效果

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Considerable research suggests that violent video game play increases players' aggression. However, few studies have investigated this effect in the now ubiquitous context of motion-capture technology. Study 1 used a 2 × 2 design, with a violent (Soul Calibur) and non-violent (Lego Indiana Jones) game, played under analog (Playstation 3) and motion-capture (Nintendo Wii) conditions. Violent video game play led to less aggression when participants used motion-capture controls. Study 2 eliminated potential confounds by using the only game on the Wii system that can be played identically with or without motion capture (Punch-Out!!). Again, participants who used motion-capture were less aggressive. Study 3 looked for effects of cooperative vs. competitive play during 2-player motion-capture gaming (Soul Calibur, Wii). Participants using motion-capture controls in competitive and cooperative scenarios did not differ from baseline. These results run counter to standard models relating violent video game play to aggressive behavior, highlighting the difficulty in anticipating the effects of newer, more immersive technology.
机译:大量研究表明,暴力视频游戏会增加玩家的攻击性。但是,很少有研究在运动捕捉技术的当今环境下研究这种效果。研究1使用2×2设计,具有暴力(Soul Calibur)和非暴力(Lego Indiana Jones)游戏,并在模拟(Playstation 3)和运动捕捉(任天堂Wii)的条件下进行游戏。当参与者使用动作捕捉控件时,暴力视频游戏会减少攻击性。研究2通过使用Wii系统上唯一可以在有或没有动作捕捉的情况下都可以相同播放的游戏消除了潜在的困扰(Punch-Out !!)。再次,使用动作捕捉的参与者没有那么积极。研究3寻找2人动作捕捉游戏(Wii,Soul Calibur)中合作与竞争游戏的效果。在竞争性和合作性场景中使用动作捕捉控件的参与者与基线没有差异。这些结果与将暴力视频游戏玩法与侵略行为相关的标准模型背道而驰,突显了在预测更新,更身临其境的技术效果方面的困难。

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