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EN
Three studies were conducted in order to create a Polish adaptation of the Immersion Questionnaire – a scale measuring video game engagement. The questionnaire was created and adapted as a tool for experimental measurement of the player’s absorption in the game. The reliability and structure of the tool was tested in two studies (Study 1 and 2). The level of immersion proved to be strongly correlated with game satisfaction and the willingness to replay (Study 2). Experimental manipulation of game quality resulted in differences in the level of immersion between two games (Study 3), which confirmed the usefulness of the scale in game research. The presented tool can be applied in academic and industrial research.
Homo Ludens
|
2014
|
issue 1(6)
13-31
EN
Studies on the rubber hand illusion concentrate on the problem of multisensory integration – that is, on psychological and neurological processes which underlie the formation of sensations and conscious experience. Those studies indicate the importance of visual perception. The first observations were focused on the relation between sight and touch (the rubber hand seems to replace one’s own when both are synchronically touched). Latest research has additionally emphasized the role of first person perspective and of the sense of agency. The current article presents the evolution of the paradigm (including the sense of presence and the importance of one’s own activity). The paper also analyzes possible practical solutions for future games in the light of theoretical findings stemming from the studies on the rubber hand illusion paradigm. The importance of somatosensory modality (too often ignored in the process of game design) and of a higher level of interactivity is emphasized. Additionally, implementation of tools enabling detection and virtual expression of psychical states is proposed.
EN
The 'immersion conception' concerned with the virtual reality was discussed and criticised mainly in the 1990's. However, there were anticipations of the impendent creation of the tools for reality simulation and of the following preference of such reality at the expense of 'basic' reality. An individual was meant to be (mis)shaped by the artificial experience of virtual world. The 'immersion conception' has been overcome due to new relationships between humans and computers and by different 'augmentation' conceptions corresponding much more to our present (as well as past) condition. A man has never been trapped by an artificial experience coming from living in virtual reality generated by computers. More likely we are trapped by our own constructions of reality. Always we have to keep in mind the relativity of the value of the natural experience of basic reality.
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