Those who played were listening to the music? Immersion and dynamic music in the ludonarrative

Hans-Peter Gasselseder
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引用次数: 6

Abstract

Non-linear storytelling environments take us one step closer towards immersive experiences while relying heavily on the emotional congruency of the presented stimuli, such as music, as a function of user action. A pilot study was conducted to explore immersive presence as well as emotional valence and arousal in the context of dynamic and non-dynamic music in an action-adventure video game. 60 subjects answered self-report questionnaires of experiential states each time after playing the game `Batman: Arkham City' in one of three conditions accounting for (1) dynamic music, (2) non-dynamic music/low arousal potential and (3) non-dynamic music/high arousal potential, in this way manipulating emotional arousal, structural-temporal alignment and emotional congruency of nondiegetic music. Investigating the perceived drama related semantic ecology of dynamic music in the likes of a Theory of Mind approach, different layers of virtual mind sets between the player, avatar and game environment are assumed to moderate a continuous regulatory modulation of emotional response achieved by context effects of dynamic music.
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演奏的人在听音乐吗?游戏叙述中的沉浸感和动态音乐
非线性故事叙述环境让我们更接近沉浸式体验,同时严重依赖于呈现刺激的情感一致性,如音乐,作为用户行为的功能。一项初步研究旨在探索一款动作冒险电子游戏中动态和非动态音乐背景下的沉浸式存在、情感效价和唤醒。60名受试者在玩完《蝙蝠侠:阿卡姆之城》后,分别在三种条件下(1)动态音乐、(2)非动态音乐/低唤醒电位和(3)非动态音乐/高唤醒电位)回答了体验状态的自我报告问卷,通过这种方式操纵非叙事音乐的情绪唤醒、结构-时间一致性和情感一致性。运用心理理论方法研究动态音乐的感知戏剧相关语义生态,假设玩家、虚拟角色和游戏环境之间不同层次的虚拟心态调节了动态音乐情境效应对情绪反应的持续调节。
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