(英) |
For a purpose of integrating the real world and virtual world, a novel gaming interface system is developing. The system aimed to facilitate the player's immersive experience of the game by responding to the player's unconscious affective expression, i.e. affect burst. This study focused on laughter which is one of the vocal unconscious affective expressions and examines whether players' immersion is enhanced by the game world's reaction to their laughter, as well as what the appropriate game events are to enhance their immersion. Fourteen players participated in three conditional experiments where they just played the game in pairs. They are instructed to participate in three conditional games that respond to the players with no reaction, positive reaction, or negative reaction against their laughter. After each game-play, they answered the Immersive Experience Questionnaire (IEQ) to evaluate how much they feel immersion while they were playing. The result revealed that the players were more cognitively involved in the game when the game responded to the player's unconscious laughter with either positive or negative reaction. Moreover, the negative reaction to the unconscious laughter made the players more emotionally involved in the game than both no reaction and positive reaction. |