摘要
目的本研究以攻击性人格特质角度为切入点,将玩家人格和化身人格相结合,探讨玩家与化身人格匹配程度对游戏体验的影响。方法采用2(玩家攻击性)×2(玩家-化身攻击性匹配程度)的混合设计,收集64名大学生玩游戏时的心流状态问卷和生理指标结果。结果在玩家和游戏化身攻击性匹配条件下,玩家的心流水平高于不匹配条件,简单效应分析结果表明,对于高攻击性人格特质的玩家,当玩家与游戏化身人格攻击性不匹配时,其玩游戏时的心流水平会显著降低。而对于低攻击性人格特质的玩家,其人格与游戏化身攻击性匹配与否不会对玩游戏时的心流水平产生显著影响。生理指标(心率和RR间隔)也进一步验证了这个结果。结论对于高攻击性的玩家,当提供与自身攻击性人格不相符合的化身角色时,会显著削弱其在玩游戏过程中的乐趣、专注力、对游戏的控制感以及玩游戏中的生理唤醒程度。
Objective From the perspective of aggressive personality traits,this study combines player personality and avatar personality to explore the influence of matching degree between player and avatar personality on game experience.Methods A 2(aggressive personality traits of players)×2(degree of player-avatar aggression match)mixed design was used to collect the flow questionnaire and physiological index results of 64 college students when playing games.Results The subjects'flow level was significantly higher when there was matching,and the simple effect analysis showed that players with highly aggressive personality traits reduced their flow level when they did not match avatar aggression.On the other hand,for the players with low aggression traits,no significant effect occurred whenever their personality matched the avatar aggression.Physiological indicators(heart rate and RR interval)further verified the results.Conclusion For highly aggressive players,when they were presented with an avatar without matching personality,their fun,concentration,sense of control and physiological arousal during the game were significantly attenuated.
作者
蒋丽
杨振
李宏汀
JIANG li;YANG Zhen;LI Hong-ting(Department of Psychology,Zhejiang Sci-Tech University,Hangzhou 310018,China)
出处
《人类工效学》
2021年第6期26-32,40,共8页
Chinese Journal of Ergonomics
关键词
人机交互
产品设计
可用性
玩家-化身匹配程度
游戏体验
生理指标
心流体验
human-computer interaction
product design
usabolity
degree of player-avatar aggression match
game experience
physiological indicators
flow experience