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性别类型、虚拟形象的性别以及虚拟形象性别的显著性对情绪效价和唤醒的影响。

The Effects of Sex-Type, the Sex of the Avatar, and Salience of the Sex of the Avatar on Emotional Valence and Arousal.

作者信息

Prettyman Duncan V, Bolls Paul D

机构信息

College of General Education and Psychology, Colorado Technical University, Colorado Springs, CO, United States.

The Edward R. Murrow College of Communication, Washington State University, Pullman, WA, United States.

出版信息

Front Psychol. 2021 May 10;12:659547. doi: 10.3389/fpsyg.2021.659547. eCollection 2021.

Abstract

The objective of this study was to investigate the effects of avatar sex, salience of avatar sex, and player sex-type on less conscious embodied emotional arousal and valence vs. consciously perceived emotional arousal and valence elicited by a gaming experience. The experiment conducted a 2 avatar sex (female × male) × 2 salience of avatar sex (high × low) × 2 player sex-type (sex-typed × non-sex-typed) mixed model factorial design. Participants were randomly assigned to one of two gameplay conditions (high-salience male and female avatar or low-salience male and female avatar) and then played two 15-min sessions of a video game-one session playing the game as a male avatar and one session playing the game as a female avatar. The order in which participants played as either a male or female avatar was randomized. Psychophysiological indicators of arousal (skin conductance) and valence (facial electromyography) were recorded during gameplay. Self-report measures of arousal and valence were obtained immediately after each 15-min session of gameplay. Data analysis tested hypotheses concerning the effects of avatar sex, salience of avatar sex, and player sex-type separately on real-time embodied variation in arousal and valence as revealed through physiological indicators and conscious perception of arousal and valence obtained through self-report measures.

摘要

本研究的目的是调查虚拟形象性别、虚拟形象性别的显著性以及玩家性别类型对游戏体验引发的较低意识层面的具身情绪唤起和效价与有意识感知的情绪唤起和效价的影响。该实验采用了2(虚拟形象性别:女性×男性)×2(虚拟形象性别的显著性:高×低)×2(玩家性别类型:性别类型化×非性别类型化)混合模型析因设计。参与者被随机分配到两种游戏玩法条件之一(高显著性男性和女性虚拟形象或低显著性男性和女性虚拟形象),然后进行两局15分钟的视频游戏——一局以男性虚拟形象玩游戏,一局以女性虚拟形象玩游戏。参与者以男性或女性虚拟形象玩游戏的顺序是随机的。在游戏过程中记录唤起(皮肤电导率)和效价(面部肌电图)的心理生理指标。在每局15分钟的游戏结束后立即获得唤起和效价的自我报告测量值。数据分析分别检验了关于虚拟形象性别、虚拟形象性别的显著性和玩家性别类型对通过生理指标揭示的实时具身唤起和效价变化以及通过自我报告测量获得的唤起和效价的有意识感知的影响的假设。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3a22/8141742/10955361ac26/fpsyg-12-659547-g0001.jpg

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