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Fright, attention, and joy while killing zombies in Virtual Reality: A psychophysiological analysis of VR user experience
Psychology and Marketing ( IF 8.9 ) Pub Date : 2021-01-07 , DOI: 10.1002/mar.21444
Stuart M. Bender 1 , Billy Sung 2
Affiliation  

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.

中文翻译:

在虚拟现实中杀死僵尸时的恐惧,关注和喜悦:VR用户体验的心理生理分析

迄今为止,对虚拟现实(VR)游戏的用户体验的研究很少,即使VR和身临其境的游戏体验已经成为视频游戏行业中大量的消费者。通过面部肌电图和皮肤电导反应测量,当前的研究提供了第一批心理生理学证据,表明:(1)虚拟现实游戏可能会增强诸如恐惧和唤醒之类的情感反应;(2)在各种游戏模式中不同程度的沉浸感可能会引起更高的情感反应;(3)在情感反应确切开始时,这些增强的情感反应与用户的娱乐体验显着相关。由于心理生理测量的第二到第三次性质,该研究的发现还指出了特定的顺序(即,在游戏中的黑暗房间内被困住),在唤起和享受时明显引起了将近2.5倍的恐惧。这些发现通过展示沉浸感,情感反应和对恐怖VR游戏及其营销的积极用户体验之间的紧密联系,有助于在媒体心理学,媒体研究,人机交互研究和市场营销领域进行VR的持续研究。含义。
更新日期:2021-01-07
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