当前位置: X-MOL 学术Behav. Inf. Technol. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Does augmented reality augment user affordance? The effect of technological characteristics on game behaviour
Behaviour & Information Technology ( IF 2.9 ) Pub Date : 2021-06-09 , DOI: 10.1080/0144929x.2021.1928286
Donghee Shin 1
Affiliation  

ABSTRACT

This study conceptualises a framework of technological affordances for augmented reality games (ARG) relative to the affordances of internalised and embodied experiences by users. This study examines players’ affordances and investigate how they influence user experience in ARG. It explores how affordances are perceived and enacted by users in an augmented environment to maximise user experience of ARG. A multimethod research approach was utilised that integrated ethnographic and statistical methods. Qualitative study confirmed the general structure of affordance framework, while also revealing relational structures with other variables to explore. Based on the affordance factors identified from the ethnographic methods, a survey questionnaire was created to map and investigate the effects of affordance on the user’s cognitive processes and the influence of affordance on the gameplay process. The results show that technological properties of the ARG system affect opportunities for action available in the environment (affordances). The heuristic role of immersion and presence affordances through underlying cues appear to trigger a player’s sensory representations of affective affordances.



中文翻译:

增强现实会增强用户的负担能力吗?技术特征对博弈行为的影响

摘要

本研究概念化了增强现实游戏 (ARG) 的技术可供性框架,与用户内在化和具身体验的可供性相关。本研究检查玩家的可供性并调查他们如何影响 ARG 中的用户体验。它探讨了用户在增强环境中如何感知和实施可供性,以最大限度地提高 ARG 的用户体验。采用了一种综合民族志和统计方法的多方法研究方法。定性研究证实了可供性框架的一般结构,同时也揭示了与其他变量的关系结构以供探索。基于从民族志方法中确定的可供性因素,创建了一份调查问卷,以绘制和调查可供性对用户认知过程的影响以及可供性对游戏过程的影响。结果表明,ARG 系统的技术特性会影响环境中可用的行动机会(供能)。通过潜在线索的沉浸感和在场可供性的启发式作用似乎触发了玩家对情感可供性的感官表征。

更新日期:2021-06-09
down
wechat
bug