Publications-Proceedings

Article View/Open

Publication Export

Google ScholarTM

NCCU Library

Citation Infomation

Related Publications in TAIR

題名 Demanding on many dimensions: Validating the interactivity-as-demand measurement model for VR-based video games
作者 林日璇
Lin, Jih-Hsuan Tammy
Bowman, Nicholas David;Koban, Kevin
貢獻者 傳播學院
關鍵詞 virtual reality; interactivity; scale development; user experience; perceived demands
日期 2021-11
上傳時間 29-Jul-2022 15:49:10 (UTC+8)
摘要 Video games represent exemplar interactive experiences, and this direct user control over the form and content of on- screen information is one of many reasons that games are such enjoyable and meaningful experiences for players. However, interactivity also requires players to serve as co-authors of the experience, which brings with it certain demands on player’s limited attentional resources. Previous research has found evidence for at least four such demands: cognitive, emotional, physical (subdivided into controller intuitiveness and physical exertional) and social demands. Taken together, this five-factor structure is presented as the interactivity-as-demand model and has been used in a variety of cross-cultural contexts (among English-, German-, and Mandarin Chinese-speaking populations). These five dimensions explain unique variance in focal interactive user experiences but have yet to be applied to VR-based applications such as VR-based video games. Results on N = 144 VR video gamers confirmed the a priori factor structure of the Video Game Demand Scale (VDGS) held when applied to VR-based video games. More importantly, discrete VGDS dimensions predicted relevant VR outcomes: spatial presence was higher when VR controls were more intuitive (less demanding) and social presence was higher when experiences were more emotionally socially demanding. Likely due to the centrality of natural user interfaces and broader body movement in VR games, perceptions of physical demand (both controller demand and physical exertion) played a more central role on several entertainment outcomes. Non-gaming and social VR use was rare, hindering broader comparisons.
關聯 Technology, Mind and Society Proceedings 2021, American Psychological Association
資料類型 conference
DOI https://doi.org/10.1037/tms0000041
dc.contributor 傳播學院
dc.creator (作者) 林日璇
dc.creator (作者) Lin, Jih-Hsuan Tammy
dc.creator (作者) Bowman, Nicholas David;Koban, Kevin
dc.date (日期) 2021-11
dc.date.accessioned 29-Jul-2022 15:49:10 (UTC+8)-
dc.date.available 29-Jul-2022 15:49:10 (UTC+8)-
dc.date.issued (上傳時間) 29-Jul-2022 15:49:10 (UTC+8)-
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/140959-
dc.description.abstract (摘要) Video games represent exemplar interactive experiences, and this direct user control over the form and content of on- screen information is one of many reasons that games are such enjoyable and meaningful experiences for players. However, interactivity also requires players to serve as co-authors of the experience, which brings with it certain demands on player’s limited attentional resources. Previous research has found evidence for at least four such demands: cognitive, emotional, physical (subdivided into controller intuitiveness and physical exertional) and social demands. Taken together, this five-factor structure is presented as the interactivity-as-demand model and has been used in a variety of cross-cultural contexts (among English-, German-, and Mandarin Chinese-speaking populations). These five dimensions explain unique variance in focal interactive user experiences but have yet to be applied to VR-based applications such as VR-based video games. Results on N = 144 VR video gamers confirmed the a priori factor structure of the Video Game Demand Scale (VDGS) held when applied to VR-based video games. More importantly, discrete VGDS dimensions predicted relevant VR outcomes: spatial presence was higher when VR controls were more intuitive (less demanding) and social presence was higher when experiences were more emotionally socially demanding. Likely due to the centrality of natural user interfaces and broader body movement in VR games, perceptions of physical demand (both controller demand and physical exertion) played a more central role on several entertainment outcomes. Non-gaming and social VR use was rare, hindering broader comparisons.
dc.format.extent 372080 bytes-
dc.format.mimetype application/pdf-
dc.relation (關聯) Technology, Mind and Society Proceedings 2021, American Psychological Association
dc.subject (關鍵詞) virtual reality; interactivity; scale development; user experience; perceived demands
dc.title (題名) Demanding on many dimensions: Validating the interactivity-as-demand measurement model for VR-based video games
dc.type (資料類型) conference
dc.identifier.doi (DOI) 10.1037/tms0000041
dc.doi.uri (DOI) https://doi.org/10.1037/tms0000041