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Virtual experience, real consequences: the potential negative emotional consequences of virtual reality gameplay
Virtual Reality ( IF 4.4 ) Pub Date : 2020-04-02 , DOI: 10.1007/s10055-020-00440-y
Raymond Lavoie , Kelley Main , Corey King , Danielle King

As virtual reality (VR) technology enters mainstream markets, it is imperative that we understand its potential impacts on users, both positive and negative. In the present paper, we build on the extant literature’s focus on the physical side effects of VR gameplay (e.g., cybersickness) by focusing on VR’s potential to intensify users’ experiences of negative emotions. We first conducted a preliminary survey to assess users’ emotional responses during VR gameplay, with the results suggesting that certain VR situations can in fact produce intense negative emotional experiences. We then designed an interactive scenario intended to elicit low to moderate amounts of negative emotion, wherein participants played out the scenario in either VR (using the HTC Vive) or on a laptop computer. Compared to the participants who enacted the scenario on the laptop, those in the VR condition reported higher levels of absorption, which in turn increased the intensity of their negative emotional response to the scenario. A follow-up questionnaire administered several hours later revealed that the intensified negative emotions resulting from VR had a significant positive correlation with negative rumination (i.e., harmful self-related thoughts related to distress). These results show that VR gameplay has the potential to elicit strong negative emotional responses that could be harmful for users if not managed properly. We discuss the practical and policy implications of our findings.



中文翻译:

虚拟体验,真实后果:虚拟现实游戏的潜在负面情感后果

随着虚拟现实(VR)技术进入主流市场,我们必须了解其对用户的正面和负面影响。在本文中,我们将重点放在VR增强用户负面情绪体验的潜力上,以现有文献对VR游戏玩法的物理副作用(例如,网络疾病)的关注为基础。我们首先进行了一项初步调查,以评估用户在VR游戏过程中的情绪反应,结果表明,某些VR情况实际上会产生强烈的负面情绪体验。然后,我们设计了一个交互式场景,旨在引起中低度的负面情绪,其中参与者可以在VR(使用HTC Vive)或便携式计算机上播放该场景。与在笔记本电脑上创建情景的参与者相比,VR条件下的参与者报告了更高的吸收水平,这反过来增加了他们对情景的负面情绪反应的强度。几小时后进行的一项后续调查表显示,VR引起的负面情绪加剧与负面思考(即与困扰相关的有害的自我相关思想)之间存在显着的正相关关系。这些结果表明,VR游戏玩法有可能引起强烈的负面情绪反应,如果管理不当,可能会对用户造成伤害。我们讨论了研究结果的实践和政策含义。几小时后进行的一项后续调查表显示,VR引起的负面情绪加剧与负面思考(即与困扰相关的有害的自我相关思想)之间存在显着的正相关关系。这些结果表明,VR游戏玩法有可能引起强烈的负面情绪反应,如果管理不当,可能会对用户造成伤害。我们讨论了研究结果的实践和政策含义。几小时后进行的一项后续调查表显示,VR引起的负面情绪加剧与负面思考(即与困扰相关的有害的自我相关思想)之间存在显着的正相关关系。这些结果表明,VR游戏玩法有可能引起强烈的负面情绪反应,如果管理不当,可能会对用户造成伤害。我们讨论了研究结果的实践和政策含义。这些结果表明,VR游戏玩法有可能引起强烈的负面情绪反应,如果管理不当,可能会对用户造成伤害。我们讨论了研究结果的实践和政策含义。这些结果表明,VR游戏玩法有可能引起强烈的负面情绪反应,如果管理不当,可能会对用户造成伤害。我们讨论了研究结果的实践和政策含义。

更新日期:2020-04-22
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