Is game immersion just another form of selective attention? : an empirical investigation of real world dissociation in computer game immersion

Is game immersion just another form of selective attention? : an empirical investigation of real world dissociation in computer game immersion
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游戏沉浸只是选择性注意力的另一种形式吗?

DOI:
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发表时间:
2010
期刊:
影响因子:
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通讯作者:
C. Jennett
C. Jennett
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作者:
C. Jennett

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当你的女儿在玩电子游戏时,你叫她吃饭,但她没有回应,你会吗? 假设她听到了你的话却无视了你每天对游戏沉浸感的描述都表明,真实的 游戏玩家所经历的世界分离可能是选择性注意的一种极端形式。如果这是 在这种情况下,这意味着你的女儿真的没有听到你的电话,由于游戏的复杂性, 环境和缺乏可用的认知资源。 本论文描述了一个扎根理论,认为沉浸是自我激励的结果 注意力是通过游戏的反馈来增强的。五项实验研究, 介绍了实验研究表明,玩家认为自己表现良好的程度 游戏会显著影响他们的沉浸感水平,通过沉浸式体验来衡量 问卷调查;并对他们对环境中其他事物的认识产生客观影响,即 听觉干扰物的回忆和对视觉干扰物的反应时间。 总之,证据表明,沉浸不能仅仅解释为选择性的, 注意:在游戏过程中,由于玩家的动机,真实的世界的大部分被削弱, 继续沉浸式体验。有趣的是,通过衰减的听觉项目 过滤器和玩家听到的是那些在某种程度上是个人的;所以如果你用你女儿的 当你叫她名字时,她没有回应,那么根据我们的发现,有人可能会建议她 选择无视你是为了保持沉浸感 此外,最后的实验表明,沉浸和认知负荷之间的分离。 这表明,沉浸感的差异并不是感官特征或任务增加的结果 要求,但纯粹是出于动机。
When your daughter is playing video-games and you call her to dinner but she fails to respond, do you assume she heard you and ignored you? Everyday descriptions of game immersion suggest that the real world dissociation experienced by gamers could be an extreme form of selective attention. If this were the case, this would mean that your daughter really did not hear you call, due to the complexity of the game environment and a lack of available cognitive resources. This thesis describes a grounded theory that suggests that immersion is a result of self-motivated attention which is enhanced through feedback from the game. Five experimental studies are then described. The experimental studies show that the extent to which a player thinks they are doing well in the game significantly affects their level of immersion, as measured via the Immersive Experience Questionnaire; and has objective effects on their awareness of other things in the environment, namely recall of auditory distracters and reaction time to a visual distracter. Together the evidence suggests that immersion cannot be accounted for solely by selective attention: much of the real world is attenuated during game-play due primarily to the gamer’s motivation to continue the immersive experience. Interestingly, the auditory items that do get through the attenuation filter and are heard by the gamer are those that are personal in some way; so if you used your daughter’s name when you called her, and she did not respond, then based on our findings one might suggest that she chose to ignore you in order to keep her sense of immersion. Additionally, the final experiment shows a dissociation between immersion and cognitive load. This suggests that the differences in immersion were not a result of increased sensory features or task demands, but purely due to motivation.
DOI: 10.1016/j.tics.2009.01.006
发表时间: 2009-04
影响因子: 19.9
作者:
Pessoa, Luiz
通讯作者: Pessoa, Luiz
DOI: 10.1037/0096-3445.124.3.243
发表时间: 1995-09-01
影响因子: 4.1
作者:
WOOD, NL;COWAN, N
通讯作者: COWAN, N