投入感

出自維基百科,自由嘅百科全書
跳去導覽 跳去搵嘢
一個玩緊 VR 嘅人嘗試用手掂自己見到嗰啲虛擬物體-好似當咗啲物體係真嘅噉。

投入感粵拼tau4 jap6 gam2英文immersion)係人機互動(HCI)同相關領域上嘅一個概念,指一個人有幾覺得自己眼前嘅虛擬世界真實。如果話一個人高度投入,意思即係話佢當正嗰個世界係真嘅,而且仲會覺得自己好似真係身處喺個世界裏面噉[1][2]

投入感呢個概念常用於虛擬實境(VR)同電子遊戲等嘅媒體當中:呢啲媒體都會嘗試向用家呈現一個虛擬世界,而齋靠觀察用家嘅行為經已可知,呢啲媒體會令用家嘅行為變到彷彿好似佢哋當咗啲虛擬物體係真嘅噉-佢哋會嘗試搵手掂自己見到嗰啲虛擬物體,而且會對啲虛擬物體有情緒反應,例如畏高嘅人响虛擬實境裏面見到自己身處高嘅地方會或多或少噉覺得[3]。噉講即係話啲用家一定程度上將感知到嘅虛擬世界當咗係真嘅,而個用家「有幾當正個虛擬世界係真」就反映佢有幾投入[4]

實證研究表明咗,投入會引起用家出現一連串心理生理上嘅變化,例如如果一個玩緊虛擬實境遊戲嘅人好投入,佢會變到傾向完全將自己嘅注意力集中嗮落去個虛擬世界嗰度,而且好多時仲會好鍾意隻遊戲,覺得隻遊戲令自己好過癮。因為噉,「令玩家有投入感」就成為咗廿一世紀初嘅電子遊戲設計上最想追求嘅目標之一[1][5]

基礎概念[編輯]

相關科技[編輯]

睇埋:遙存

虛擬實境[編輯]

內文:虛擬實境

電子遊戲[編輯]

內文:電子遊戲

睇埋[編輯]

文獻[編輯]

[編輯]

  1. 1.0 1.1 Brown, E., & Cairns, P. (2004, April). A grounded investigation of game immersion (PDF). In CHI'04 extended abstracts on Human factors in computing systems (pp. 1297-1300).
  2. Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games (PDF). International journal of human-computer studies, 66(9), 641-661.
  3. Gromer, D., Reinke, M., Christner, I., & Pauli, P. (2019). Causal interactive links between presence and fear in virtual reality height exposure. Frontiers in psychology, 10, 141.
  4. Patrick, E., Cosgrove, D., Slavkovic, A., Rode, J. A., Verratti, T., & Chiselko, G. (2000, April). Using a large projection screen as an alternative to head-mounted displays for virtual environments (PDF). In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (pp. 478-485).
  5. Qin, H., Patrick Rau, P. L., & Salvendy, G. (2009). Measuring player immersion in the computer game narrative (PDF). Intl. Journal of Human–Computer Interaction, 25(2), 107-133.