Combining of Narrative News and VR Games: Comparison of Various Forms of News Games

Xiaohan Feng, Makoto Murakami
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引用次数: 2

Abstract

The information explosion makes it easier to ignore information that requires social attention, and news games can make that information stand out. There is also considerable research that shows that people are more likely to remember narrative content. Virtual environments can also increase the amount of information a person can recall. If these elements are blended together, it may help people remember important information. This research aims to provide directional results for researchers interested in combining VR and narrative, enumerating the advantages and limitations of using text or non-text plot prompts in news games. It also provides hints for the use of virtual environments as learning platforms in news games. The research method is to first derive a theoretical derivation, then create a sample of news games, and then compare the experimental data of the sample to prove the theory. The research compares the survey data of a VR game that presents a story in non-text format (Group VR), a game that presents the story in non-text format (Group NVR), a VR game that presents the story in text (Group VRIT), and a game that presents the story in text (Group NVRIT) will be compared and analyzed. This paper describes the experiment. The results of the experiment show that among the four groups, the means that can make subjects remember the most information is a VR news game with a storyline. And there is a positive correlation between subjects' experience and confidence in recognizing memories, and empathy is positively correlated with the correctness of memories. In addition, the effects of "VR," "experience," and "presenting a story from text or video" on the percentage of correct answers differed depending on the type of question.
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叙事新闻与VR游戏的结合:各种新闻游戏形式的比较
信息爆炸使得人们更容易忽略那些需要社会关注的信息,而新闻游戏可以让这些信息脱颖而出。也有相当多的研究表明,人们更有可能记住叙事内容。虚拟环境还可以增加一个人能回忆起的信息量。如果这些元素混合在一起,可能有助于人们记住重要信息。本研究旨在为有意将VR与叙事相结合的研究者提供方向性结果,列举在新闻游戏中使用文本或非文本情节提示的优势和局限性。同时也为新闻游戏中虚拟环境作为学习平台的使用提供了提示。研究方法是先进行理论推导,然后创建一个新闻游戏样本,然后比较样本的实验数据来证明理论。本研究将对以非文本形式呈现故事的VR游戏(Group VR)、以非文本形式呈现故事的VR游戏(Group NVR)、以文本形式呈现故事的VR游戏(Group VRIT)、以文本形式呈现故事的游戏(Group NVRIT)的调查数据进行对比分析。本文对实验进行了描述。实验结果表明,在四组中,最能让被试记住信息的手段是带有故事情节的VR新闻游戏。被试的经验与记忆识别的自信呈显著正相关,共情与记忆的正确性呈显著正相关。此外,“VR”、“体验”、“从文本或视频中呈现故事”对正确率的影响根据问题的类型而有所不同。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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