請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/15478
標題: | 虛擬實境恐怖元素遊戲對於青少年之心理與生理影響 Psychological and Physiological Effects of VR Game Fear Elements on Youths |
作者: | Yee-Lane Cham 覃伊琳 |
指導教授: | 趙儀珊(Yee-San Teoh) |
關鍵字: | 虛擬實境,恐怖遊戲,恐怖元素,生理與心理影響,青少年, virtual reality,horror game,fear elements,psychological and physiological effects,youths, |
出版年 : | 2020 |
學位: | 碩士 |
摘要: | 隨著虛擬實境(VR)在遊戲與娛樂領域應用的普及化,其在遊戲的設計、製造、行銷以及傳播等層面皆應針對年輕消費者的保護進行更多的研究與探討,以確認這種更真實、沉浸的體驗相較於平面或家用遊戲機是否對未成年者會有更大的影響,進而提供使用者更安全的遊戲體驗。本研究旨在透過隨機分派120名年齡介於15至20歲的青少年以VR或家用遊戲機進行恐怖遊戲,探討遊戲設備和年齡對於青少年遊玩恐怖遊戲之生理與心理效果。同時,本研究亦觀察不同遊戲設備是否對玩家定義的恐怖元素有影響。研究結果顯示,無論參與者使用何種遊戲設備或是哪個年齡層,其情緒反應、沉浸感(含控制感、真實感和投入感),以及知覺遊戲的恐怖程度皆無顯著差異,意即青少年玩家並沒有因為使用VR設備玩恐怖遊戲而更投入或更容易有其他負面情緒(如害怕)。另一方面,研究結果顯示VR玩家在遊玩恐怖遊戲時的膚電和呼吸量之上升幅度顯著大於家用遊戲機玩家,而在心率和呼吸率上無顯著差異。不同年齡層玩家在玩恐怖遊戲時的生理指標變化量亦無顯著差異。而在本研究中,絕大部分參與者認為遊戲的恐怖元素為聲音效果。除了研究限制與未來研究方向,本研究也延伸討論研究結果對於遊戲情節定義和年齡分級制度之意義。 Virtual reality (VR) has been broadly applied to gaming and entertainment domains, and with commercial VR now proliferating, it is imperative for researchers to determine if immersive VR gaming has stronger impact on minors compared to conventional flat-screen gaming, especially games that are emotion-evoking, in order to ensure that consumers are protected. The present study aimed to investigate the psychological and physiological effects of a VR horror game by comparing the responses of 120 participants aged between 15 and 20 years old, with half of them playing in VR and the other half playing with consoles. In addition, the study also explored fear-inducing elements identified by both VR and console gamers. Results showed that the horror game elicited similar emotional responses, sense of presence, and perceived level of horror in participants regardless of gaming equipment used and age group. VR gamers experienced a significantly higher increase in electrodermal activity and tidal volume when playing the horror game compared to console gamers, while no significant differences were observed between age groups. Interestingly, the sound effects were the most reported fear-inducing elements by the participants. These results suggest implications for the classification of content descriptors and age ratings. The limitations of the present study and future research directions are also discussed. |
URI: | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/15478 |
DOI: | 10.6342/NTU202001620 |
全文授權: | 未授權 |
顯示於系所單位: | 心理學系 |
文件中的檔案:
檔案 | 大小 | 格式 | |
---|---|---|---|
U0001-1807202019425200.pdf 目前未授權公開取用 | 5.06 MB | Adobe PDF |
系統中的文件,除了特別指名其著作權條款之外,均受到著作權保護,並且保留所有的權利。