关于心理弹性的交互式数字叙述:理解玩家的体验

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-01-01 Epub Date: 2024-12-07 DOI:10.1016/j.entcom.2024.100916
Sofia Kitromili , Charlie Hargood , R. Lyle Skains
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引用次数: 0

摘要

互动故事已经成功地建立在各种艺术学科中,随着媒介的成熟,我们看到了各种形式和应用。最近,该形式已用于为用户提供各种治疗元素的应用程序的生产。我们探索这些作品的使用和影响的工作展示了一个名为between的移动应用程序的用户体验(UX)研究,旨在支持心理弹性。在四周的时间里,招募的参与者参加了可用性测试,并对调查和访谈做出了回应,回答了诸如导航方法和体验差异,使用between等应用程序的动机,以及他们在使用应用程序时是否受到情感影响等主题的问题。我们通过归纳编码和用户分析的检索来分析我们的结果。我们的主要发现以观察的形式呈现,包括:应用程序的叙述和界面如何影响参与者的原因,界面如何对其他令人愉快的叙述产生负面影响,应用程序的交互元素如何成为大多数参与者的主要吸引力,无论他们的背景如何,以及应用程序如何通过其会话风格和叙述中的重要用户代理水平影响参与者的情感。
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Interactive digital narratives for mental resilience: Understanding the player experience of betwixt
Interactive storytelling has been successfully established in various artistic disciplines, and as the medium matures, we see a variety of forms and applications. Recently the form has been used for production of applications that offer the users various therapeutic elements. Our work exploring the usage and impact of such works presents a user experience (UX) study of a mobile application called Betwixt, designed to support mental resilience. Over a four-week period, recruited participants took part in usability tests and responded to surveys and interviews to answer questions on topics such as: navigation approach and difference in experience, motivation for using an application like Betwixt, and whether they were affected emotionally while using the application. We analysed our results through inductive coding and the retrieval of user analytics. Our key findings, presented in the form of observations, include: reasons why the application’s narrative and interface affected the participants, how the interface can reflect negatively on an otherwise enjoyable narrative, how the interactive element of the application has been the main attraction for most participants no matter their background, and ways in which the application affected the participants emotionally via its conversational style and significant level of user agency in the narrative.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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