用于分析真实世界与虚拟世界整合契合度的规模开发:以《口袋妖怪Go》为例

Wen-Lung Shiau, Li-Chun Huang
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引用次数: 8

摘要

增强现实(AR)已经成为一种趋势,许多研究都在探索最流行的网络和手机游戏poksammon Go的影响。然而,很少有研究开发适合度问卷来调查适合度与游戏虚拟世界和现实世界的融合之间的关系。本文拟将刺激-生物-反应(S-O-R)模型和信息系统成功模型与认知契合理论相结合,探讨用户在现实世界与虚拟世界融合中的契合和反应。设计/方法/方法在MacKenzie的量表开发之后,进行了两次调查。第一次调查是为了进行拟合量表开发。第二次调查以315名poksammon Go选手为样本,对拟合量表进行验证,并通过结构方程模型进行分析。结果表明,量表开发拟合具有良好的信度和效度。此外,游戏信息质量、游戏系统质量和虚拟(poksammon)特征对认知契合度和情感契合度有显著的正向影响。认知契合和情感契合对用户满意度有显著正向影响,用户满意度对持续游戏意愿有显著正向影响。结果表明,保持游戏的质量和改进虚拟界面将更好地契合现实世界和虚拟世界,提高用户对契合度的满意度以及他们继续使用的意愿。原创性/价值虽然在不同的背景下对契合度进行了广泛的研究,但AR的应用却很少被讨论。本研究编制适合度量表,并以《口袋妖怪Go》为研究对象,对适合度测量进行验证,探讨玩家对游戏的认知和感受。作者测量用户对不同刺激的反应,探索认知和情感契合度,以及虚拟世界和现实的整合。总而言之,据作者所知,这是最早探索和开发认知和情感契合度量表的研究之一,可供未来的研究人员和从业者使用。
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Scale development for analyzing the fit of real and virtual world integration: an example of Pokémon Go
PurposeAugmented reality (AR) has become a trend, and the effects of Pokémon Go, the most popular online and mobile game, have been explored in many studies. However, few studies have developed questionnaires of fit to investigate the relationship between the fit and the integration of the game's virtual world and reality. The paper intends to integrate the models of stimulus-organism-response (S-O-R) and information systems success with cognitive fit theory to explore the fit and reactions of users in the integration of real and virtual worlds.Design/methodology/approachFollowing MacKenzie's scale development, two surveys were conducted. The first survey was conducted to perform a scale development of fit. The second survey was collected from 315 Pokémon Go players to validate the fit scale and it was analyzed via structural equation modeling.FindingsThe results show that scale development of fit has good reliability and validity. Furthermore, game information quality, game system quality and virtual (Pokémon) characteristics have significantly positive effects on cognitive and emotional fit. Cognitive and emotional fit have significant positive effects on user satisfaction, and user satisfaction has significant positive effects on continued intention to play. The results suggest that maintaining the quality of the game and improving the virtual interface will provide a better fit between the real and virtual worlds, enhancing user satisfaction with the fit as well as their intention for continued use.Originality/valueAlthough fit has been widely studied in various contexts, the application of AR has been rarely discussed. This study develops a scale of fit and takes Pokémon Go as the subject to validate the fit measurement and discuss players' cognition and feelings regarding the game. The authors measure user reactions to different stimuli and explore cognitive and emotional fit as well as the integration of virtual worlds and reality. In sum, to the best of the authors’ knowledge, this is one of the earliest studies to explore and develop a cognitive and emotional fit scale for future researchers and practitioners.
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