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探索虚拟现实健身游戏中非玩家角色观众的群体规模和反馈的影响。

Exploring the effect of the Group Size and Feedback of non-player character spectators in virtual reality exergames.

作者信息

Xu Wenge, Yu Kangyou, Meng Xuanru, Monteiro Diego, Kao Dominic, Liang Hai-Ning

机构信息

DMT Lab, Birmingham City University, Birmingham, United Kingdom.

Department of Computing, Xi'an Jiaotong-Liverpool University, Suzhou, China.

出版信息

Front Psychol. 2023 May 18;14:1079132. doi: 10.3389/fpsyg.2023.1079132. eCollection 2023.

Abstract

Despite the widespread interest in leveraging non-player characters (NPCs) to enhance gameplay experiences, there is a gap in understanding of how NPC spectators (i.e., those virtual characters in the scene that watch users' actions) affect players. For instance, the impact of NPC spectators' presence and feedback on players' performance and experience has not been studied, especially in virtual reality (VR) exergames. This paper aims to fill this gap and reports two user studies that assess their effect on such games. Study 1 explored the impact of having NPC spectators present and their feedback available in a gesture-based VR exergame and found having NPC spectators and their feedback could improve players' game performance, experience, and exertion. Based on Study 1's results, we further explored two characteristics of the spectators-their group size (small/large) and their feedback (with/without). The results show that (1) a large spectator number is more helpful since it improves the overall game experience (higher competence, flow, immersion), increases AvgHR% (the average heart rate percentage divided by the maximum heart rate), and enhances performance (improved players' combo performance and increased gesture success rate for particular gesture); (2) spectator feedback is instrumental in improving players' performance (higher gesture success rates, more combos performed successfully, more monster's combos prevented), enhancing game experience (positive affect, competence, flow, and immersion), and reducing negative game experience, increasing exertion (AvgHR% and burned more calories). Based on the results, we derived two main design recommendations for VR exergames that could pave the way for improving gameplay performance and game experience, especially among young adults.

摘要

尽管利用非玩家角色(NPC)来提升游戏体验受到广泛关注,但对于NPC观众(即场景中观看用户动作的虚拟角色)如何影响玩家,我们仍缺乏了解。例如,NPC观众的存在和反馈对玩家表现及体验的影响尚未得到研究,尤其是在虚拟现实(VR)健身游戏中。本文旨在填补这一空白,并报告两项用户研究,评估它们在此类游戏中的效果。研究1探讨了在基于手势的VR健身游戏中NPC观众的存在及其反馈的影响,发现有NPC观众及其反馈可以提高玩家的游戏表现、体验和运动量。基于研究1的结果,我们进一步探究了观众的两个特征——群体规模(小/大)和反馈(有/无)。结果表明:(1)大量观众更有帮助,因为它能改善整体游戏体验(更高的能力感、心流体验、沉浸感),提高平均心率百分比(平均心率除以最大心率),并提升表现(改善玩家的连击表现,提高特定手势的手势成功率);(2)观众反馈有助于提高玩家表现(更高的手势成功率、更多成功执行的连击、更多阻止怪物的连击),增强游戏体验(积极情感、能力感、心流体验和沉浸感),减少负面游戏体验,增加运动量(平均心率百分比和消耗更多卡路里)。基于这些结果,我们为VR健身游戏得出了两条主要设计建议,这可能为改善游戏表现和游戏体验铺平道路,尤其是在年轻人中。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/939c/10233149/79d15f86b4bc/fpsyg-14-1079132-g0001.jpg

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