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首页> 外文期刊>International journal of human-computer studies >Who but not where: The effect of social play on immersion in digital games
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Who but not where: The effect of social play on immersion in digital games

机译:谁而不是谁:社交游戏对沉浸在数字游戏中的影响

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摘要

The majority of digital games available today offer a variety of multi-player settings including co-located and mediated play between opponents. Immersion, the sense of being "in the game," is one of the key components of the gaming experience but existing literature suggests that social play provides more fun but less immersion. There is however little empirical support for this. This paper therefore addresses the question: how does playing digital games in a social situation alter the sense of immersion felt by the individuals playing? This paper presents three experiments that test the relationship between social setting and immersion. The three experiments aim to manipulate the social setting in which players play, be it against a computer, against a person online or against a co-located person. Overall the three experiments show that players are more immersed when playing against another person rather than playing against a computer but there is no significant difference in immersion whether the other person is online or in the same room. This refutes previous claims about social play reducing immersion and indeed that social play enhances the sense of being in the game where interaction is through the game.
机译:当今可用的大多数数字游戏提供了多种多人游戏设置,包括对手之间的同位和调解游戏。沉浸感,即“在游戏中”的感觉,是游戏体验的关键组成部分之一,但现有文献表明,社交游戏提供了更多的乐趣,但沉浸感却更少。但是,对此没有经验支持。因此,本文解决了一个问题:在社交环境下玩数字游戏如何改变玩游戏的人的沉浸感?本文提出了三个实验,测试社交环境与沉浸感之间的关系。这三个实验的目的是操纵玩家在社交环境中玩游戏的过程,无论是与计算机,在线上的人还是同居的人。总的来说,这三个实验表明,与其他人玩而不是与计算机玩时,玩家的沉浸感更强,但无论其他人在线还是在同一房间,沉浸感都没有明显差异。这驳斥了先前关于社交游戏减少沉浸感的说法,并且确实驳斥了社交游戏增强了通过游戏进行交互的游戏中的存在感。

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