Negative possibilities of XR?
gambling
active influence of users
product placement
…
Induction of emotions?
influency a user by
designing virtual environments
providing virtual companions
Immersion?
“Immersion is the extent to which the computer displays are capable of delivering an inclusive, extensive, surrounding, and vivid illusion of reality to the senses of a human participant” (Slater/Wilbur)
the objective characteristics further include possible actions of a user within a given system
Gaming Immersion?
engagement
engrossment
total immersion
Total immersion?
“players lost their self-awareness and are completely detached from reality”
Immersion vs Gaming Immersion?
Immersion: objective characteristics
Gaming Immersion: subjective experience
Presence?
presence, telepresence or place illusion describes the subjective illusion of being in a real place despite being physically located in a different place
presence = the perceived realness of a mediated or virtual experience
maintaining presence requires a support of sensorimotor contingencies and a continuous stream of stimuli and experience
a higher level of presence increases the intensity of experienced emotions
Embodiment?
user representation:
not at all (no embodiment)
represented by 3D models of game controllers or virtual hands (minimal embodiment)
avatar (full embodiment
the avatar can be full or partial body
-> using an avatar as a proxy for a user’s real body is called embodiment
Illusion of Virtual Body Ownership (IVBO)?
being embodied by an avatar can evoke the so-called IVBO
IVBO depends on three factors
Acceptance (of the avatar as the own body)
Agency (indicating the perceived control over the virtual body)
Self-location (referring to the perceived own position)
photorealistic and/or personalized avatars can increase IVBO
Effects of IVBO?
more sexualized avatars lead to more body-related thoughts
elderly avatars result in slower walking speed
avatars of children result in objects being perceived as larger
users even accept avatars of a gorilla
users acquire abilities to control artificial body parts like a tail
Copresence and social Presence?
copresence = sense of being together with another
social presence = moment-by-moment awareness of the copresence of another sentient being accompanied by a sense of engagement with them
copresence is evoked by
other users embodied by an avatar
virtual agents controlled by the computer
-> a user perceives other characters as real no matter who or what controls them
-> a user reacts to the social cues given by them
Flow?
flow describes the complete absorption of a person in the performance of an activity
flow is a central construct that mainly influences enjoyment and performance of gaming action
Dark Flow:
dependency on the experience of flow by repeating a specific activity
originats from sports and provides a possible explanation for exercise addiction
Last changed10 months ago