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Measuring and defining the experience of immersion in games

机译:衡量和定义沉浸式游戏体验

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摘要

Despite the word's common usage by garners and reviewers alike, it is still not clear what immersion means. This paper explores immersion further by investigating whether immersion can be defined quantitatively, describing three experiments in total. The first experiment investigated participants' abilities to switch from an immersive to a non-immersive task. The second experiment investigated whether there were changes in participants' eye movements during an immersive task. The third experiment investigated the effect of an externally imposed pace of interaction on immersion and affective measures (state anxiety, positive affect, negative affect). Overall the findings suggest that immersion can be measured subjectively (through questionnaires) as well as objectively (task completion time, eye movements). Furthermore, immersion is not only viewed as a positive experience: negative emotions and uneasiness (i.e. anxiety) also run high. (C) 2008 Elsevier Ltd. All rights reserved.
机译:尽管这个词在收集者和评论者中普遍使用,但仍不清楚沉浸意味着什么。本文通过研究沉浸是否可以定量定义来进一步探索沉浸,总共描述了三个实验。第一个实验研究了参与者从沉浸式任务转换为非沉浸式任务的能力。第二个实验调查了在沉浸式任务中参与者的眼球运动是否发生了变化。第三个实验研究了外部施加的互动节奏对沉浸和情感措施(状态焦虑,积极影响,消极影响)的影响。总体而言,研究结果表明沉浸感可以主观(通过问卷调查)和客观(任务完成时间,眼球运动)来衡量。此外,沉浸不仅被视为一种积极的经历:消极的情绪和不安(即焦虑)也非常普遍。 (C)2008 Elsevier Ltd.保留所有权利。

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