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影响虚拟现实游戏享受度的因素:涉及消费者级虚拟现实技术的比较。

Factors Affecting Enjoyment of Virtual Reality Games: A Comparison Involving Consumer-Grade Virtual Reality Technology.

机构信息

Department of Film and Digital Media, Baylor University, Waco, Texas.

出版信息

Games Health J. 2019 Feb;8(1):15-23. doi: 10.1089/g4h.2017.0190. Epub 2018 Sep 8.

DOI:10.1089/g4h.2017.0190
PMID:30199273
Abstract

OBJECTIVE

This study investigated psychological responses to playing videogames using a virtual reality (VR) head-mounted display (HMD). We also investigated how cybersickness impacts the sense of presence one feels in the virtual environment, as well as how cybersickness affects enjoyment.

MATERIALS AND METHODS

Participants played randomly assigned VR games that varied in the level of sensory conflict they provided: "Lucky's Tale," "Elite: Dangerous," and "Minecraft." Results were compared based on two headset conditions-the Oculus DK2 and the recently released Oculus Rift Consumer Version (CV1).

RESULTS

Cybersickness was not reduced by playing games with a VR HMD of higher technological quality-the Oculus Rift CV1. Furthermore, cybersickness responses were significantly different based on the level of sensory conflict in the games. Games with less sensory conflict, such as third-person platformer games, or space and flight simulator games, produce less cybersickness in players than first-person games. Enjoyment of VR games was shown to be directly influenced by a sense of spatial presence, which was affected by interactivity and realism. Findings suggest that the variables that are important to the enjoyment of console, mobile, or motion-based games are consistently important to enjoyment of VR games.

CONCLUSION

Better technology does not affect the frequency or severity of cybersickness for players; but sensory conflict has a significant impact on how sick users become. Additionally, we present a model that indicates how enjoyment is produced in VR gaming experiences. These findings bear further investigation as new methods of interacting with VR games are developed.

摘要

目的

本研究采用虚拟现实(VR)头戴式显示器(HMD)调查了玩视频游戏的心理反应。我们还研究了晕动病如何影响人们在虚拟环境中的存在感,以及晕动病如何影响享受感。

材料和方法

参与者随机玩了不同感官冲突程度的 VR 游戏:“幸运的故事”、“精英:危险”和“我的世界”。结果基于两种耳机条件进行比较:Oculus DK2 和最近发布的 Oculus Rift 消费者版(CV1)。

结果

玩具有更高技术质量的 VR HMD(Oculus Rift CV1)并不能减轻晕动病。此外,晕动病的反应根据游戏中的感官冲突程度而有显著差异。与第一人称游戏相比,具有较低感官冲突的游戏,如第三人称平台游戏或太空和飞行模拟器游戏,会使玩家产生较少的晕动病。VR 游戏的享受度直接受到空间存在感的影响,而空间存在感又受到互动性和真实性的影响。研究结果表明,对控制台、移动设备或基于运动的游戏的享受度很重要的变量对 VR 游戏的享受度也很重要。

结论

更好的技术不会影响玩家晕动病的频率或严重程度;但感官冲突对用户的不适程度有重大影响。此外,我们提出了一个模型,表明了在 VR 游戏体验中如何产生享受感。随着新的 VR 游戏交互方法的开发,这些发现值得进一步研究。

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