英文摘要 |
"Whether the body movement during the game process comes from the interactive features of game controller, or game tasks? The study suggests two independent variables:“controlling approaches”and“game genres”. The“controlling approaches”have two levels: the natural mapping and abstract mapping, represented by the somatosensory controller and the gamepad, respectively. For the“game genres,”the four levels consist of adventure, fighting, racing, and shooting, represented by four different switch games which may be played in somatosensory manner or gamepad. 24 subjects participated the experiment, and were allocated to eight scenarios cross-multiplied by the two independent variables, as a within-subject design. The body movement tracks recorded by the camera on the ceiling when each subject participating each scenario, were converted to the“motion rate,”deemed as the objective dependent variable. After scenario, the subjects report the five subjective feelings with self-reports, including: Tension, enjoyment, smoothness, control, and comfort. It is found that (a) both“controlling approaches”and“game genres”influence the motion rate significantly, with an interaction; (b) tension, enjoyment, and smoothness that relate to the immersion, are significantly influenced by“game genres”; (c) control and comfort that relate to the interaction, are significantly influenced by“controlling approaches”or“game genres”, without any interaction; (d) as a whole, the statistic predictive power of the motion rate to the tension reaches 3.1%; (e) from the view of“controlling approaches”, the motion rate’s statistic predictive power to the tension under the gamepad mode is 8.8%, and under the somatosensory mode is 5.4% to the enjoyment; (f) from the view of“game genres”, the motion rates of“ARMS”and“Splatoon 2”are unable to explain the five subjective feelings; the motion rate of“Super Mario Odyssey”has the statistic predictive power of 10.2% to control, and the motion rate of“Super Marion Kart 8”has the statistic predictive power of 16.4% and 8.0% to tension and control, respectively. In nutshell, the motion rate may predict a specific item of the player experience based on the properties of“controlling approaches”or“game genres”, and is deemed a potential basis of the implicit measurement." |