Use of auditory event-related potentials to measure immersion during a computer game

Use of auditory event-related potentials to measure immersion during a computer game
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DOI:
10.1016/j.ijhcs.2014.09.002
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发表时间:
2015-01-01
影响因子:
5.4
通讯作者:
Fairclough, Stephen H.
Fairclough, Stephen H.
中科院分区:
计算机科学2区
文献类型:
--
作者:
Burns, Christopher G.;Fairclough, Stephen H.

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电脑游戏的投入程度由感官沉浸(即显示技术的影响)和挑战沉浸(即任务需求的影响)决定。20名参与者在两种显示条件(大电视和头盔显示器)下玩了一场电脑游戏,认知挑战分为三个级别(容易/困难/不可能)。沉浸被定义为对外部(与游戏无关的)听觉刺激的选择性注意,并被隐含地测量为对听觉古怪任务的事件相关电位(ERPs)。采用沉浸式体验问卷(IEQ)获取沉浸感的主观指标。显示类型对事件相关电位或对智商的反应没有显著影响,然而,对硬需求和不可能需求的体验显著增强了主观沉浸感。当需求从简单水平增加到难水平/不可能水平时,对奇怪刺激的迟发成分事件相关电位的幅度显著降低。我们得出结论,对无关刺激的事件相关电位代表了一种有效的操作沉浸的方法。(C)2014爱思唯尔有限公司。保留所有权利。
The degree of engagement in a computer game is determined by sensory immersion (i.e. effects of display technology) and challenge immersion (i.e. effects of task demand). Twenty participants played a computer game under two display conditions (a large TV vs. head-mounted display) with three levels of cognitive challenge (easy/hard/impossible). Immersion was defined as selective attention to external (non-game related) auditory stimuli and measured implicitly as event-related potentials (ERPs) to an auditory oddball task. The Immersive Experience Questionnaire (IEQ) was used to capture subjective indicators of immersion. The type of display had no significant influence on ERPs or responses to the IEQ However, subjective immersion was significantly enhanced by the experience of hard and impossible demand. The amplitude of late component ERPs to oddball stimuli were significantly reduced when demand increased from easy to hard/impossible levels. We conclude that ERPs to irrelevant stimuli represent a valid method of operationalising immersion. (C) 2014 Elsevier Ltd. All rights reserved.