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Effects of Built-in Audio versus Unrelated Background Music on Performance in an Adventure Role-Playing Game

机译:在冒险角色扮演游戏中,内置音频与无关的背景音乐对性能的影响

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This article presents an empirical study of the role of video game audio on performance. Twenty participants played The Legend of Zelda: Twilight Princess on the Wii console for a 45-minute session on five consecutive days. Employing a repeated measures design, the authors exposed players to one orientation session and four sound conditions, i.e., silence, remote control sounds, remote control and screen sounds, and unrelated music played on a boom-box, in a counterbalanced order. Performance was weakest when playing without sound, increasingly stronger with audio emitted by remote control only, and by remote-and-screen respectively. Surprisingly, the highest scores were earned when playing with music that was unrelated to players 'actions or events unfolding on screen. These findings point to the challenges of processing multisensory cues during the initial stages of an elaborate role-playing game, and suggest that the most effective players swiftly develop strategies incorporating task-relevant information conveyed by both sound and images.
机译:本文介绍了视频游戏音频对性能的作用的实证研究。二十名参与者连续五天在Wii主机上播放了《塞尔达传说:暮光之城公主》,历时45分钟。作者采用反复测量的设计,使演奏者处于平衡状态,在一个定向会话和四种声音条件(即静音,远程控制声音,远程控制和屏幕声音)以及动臂箱上播放的无关音乐上暴露了玩家。没有声音播放时,性能最弱;仅通过遥控器以及分别通过遥控器和屏幕发出的音频,性能会越来越强。令人惊讶的是,在播放与玩家的动作或事件在屏幕上无关的音乐时,得分最高。这些发现指出了在精心制作的角色扮演游戏的初始阶段处理多感官线索的挑战,并表明最有效的玩家迅速制定了策略,将声音和图像传达的与任务相关的信息纳入其中。

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