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Scenting Entertainment: Virtual Reality Storytelling, Theme Park Rides, Gambling, and Video-Gaming
i-Perception ( IF 1.492 ) Pub Date : 2021-08-23 , DOI: 10.1177/20416695211034538
Charles Spence 1
Affiliation  

There has long been interest in both the tonic and phasic release of scent across a wide range of entertainment settings. While the presentation of semantically congruent scent has often been used in order to enhance people’s immersion in a particular context, other generally less successful attempts have involved the pulsed presentation of a range of scents tied to specific events/scenes. Scents have even been released in the context of the casino to encourage the guests to linger for longer (and spend more), at least according to the results of one controversial study. In this narrative review, I want to take a closer look at the use of scent in a range of both physical and digital environments, highlighting the successes (as in the case of scented theme park rides) and frequent failures (as, seemingly, in the context of scent-enabled video games). While digitally inducing meaningful olfactory sensations is likely to remain a pipe dream for the foreseeable future, the digital control of scent release/delivery provides some limited opportunities to enhance the multisensory experience of entertainment. That said, it remains uncertain whether the general public will necessarily perceive the benefit, and hence be willing to pay for the privilege.



中文翻译:

香味娱乐:虚拟现实故事讲述、主题公园游乐设施、赌博和视频游戏

长期以来,人们一直对各种娱乐环境中气味的滋补和相位释放感兴趣。虽然经常使用语义一致气味的呈现来增强人们在特定环境中的沉浸感,但其他通常不太成功的尝试涉及与特定事件/场景相关的一系列气味的脉冲呈现。至少根据一项有争议的研究结果,在赌场环境中甚至会释放气味,以鼓励客人逗留更长时间(并花费更多)。在这篇叙述性评论中,我想仔细研究气味在一系列物理和数字环境中的使用,重点介绍成功(如香味主题公园游乐设施的情况)和频繁失败(如表面上,在启用气味的视频游戏的背景下)。虽然在可预见的未来以数字方式诱导有意义的嗅觉可能仍然是一个白日梦,但气味释放/传递的数字控制提供了一些有限的机会来增强娱乐的多感官体验。也就是说,公众是否一定会感受到这种好处,并因此愿意为这种特权买单,仍然不确定。

更新日期:2021-08-24
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