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Fright, attention, and joy while killing zombies in Virtual Reality: A psychophysiological analysis of VR user experience

机译:在虚拟现实中杀死僵尸时的惊吓,关注和喜悦:VR用户体验的心理生理分析

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To date, research on the user experience of Virtual Reality (VR) games is sparse even though VR and immersive gaming experiences are emerging as a substantial consumer based within the videogame industry. Using facial electromyography and skin conductance response measurement, the current research presents the first psychophysiological evidence to show that: (1) VR games may heighten affective responses such as fear and arousal; (2) different levels of immersion in various gameplay modes may evoke higher affective responses; and (3) these heightened affective responses significantly correlate with users' experience of enjoyment at the precise onset of the affective response. Due to the second-by-second nature of psychophysiological measurement, the study's findings also pinpoint a specific sequence (i.e., entrapment in a dark room) within the gameplay that significantly evoked nearly 2.5-times higher fear with arousal as well as enjoyment. These findings contribute to the ongoing study of VR in the fields of media psychology, media studies, human-computer interaction studies, and marketing by demonstrating the strong link between immersion, affective responses, and positive user experience toward a horror VR game and their marketing implications.
机译:到目前为止,关于虚拟现实(VR)游戏用户体验的研究还很少,尽管虚拟现实和沉浸式游戏体验正在成为视频游戏行业中的一个重要消费者。通过面部肌电图和皮肤电导反应测量,目前的研究首次提出了心理生理学证据,表明:(1)虚拟现实游戏可以增强情感反应,如恐惧和觉醒;(2) 在不同的游戏模式下,不同程度的沉浸可能会引发更高的情感反应;(3)这些增强的情感反应与用户在情感反应开始时的享受体验显著相关。由于心理生理测量的逐秒性,该研究的发现还精确地指出了游戏中的一个特定序列(即暗室中的陷阱),该序列在唤醒和享受的同时显著地引发了近2.5倍的恐惧。这些发现有助于在媒体心理学、媒体研究、人机交互研究和营销领域对虚拟现实的持续研究,展示了沉浸感、情感反应和对恐怖虚拟现实游戏的积极用户体验之间的紧密联系及其营销含义。

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