A Case Study on How a User’s High Altitude Experience in a Virtual Reality Game Affects Emotional Experiences
The aim of this research is to help develop a virtual reality game based on a high-altitude experience, with the expectation that this game would decrease negative feelings associated with high altitude and expand the range of experiences among the elderly, disabled and fearful. This study used mixed research methods including a questionnaire, interview and course video to collect data. For data analysis, the researchers used descriptive statistics to analyze game satisfaction and emotional feelings, derived from a questionnaire, as well as video encoding. In addition, a Mann-Whitney U test is used to verify whether the virtual reality experience revealed the emotional impact of the game. The result of the descriptive statistics shows that while most players felt nervous or fearful during the game, they also felt immersed in the game environment. From the results of the surveys on game satisfaction and emotional feeling it was found that the degree of game satisfaction for most players was high. The results implied that the game was able to simulate an actual high-altitude emotional experience. However, from the interviews and videos, some participants found the game to be less difficult than anticipated, especially in the operation of picking up and removing props from the toolbar. The result of the Mann- Whitney U test shows no significant differences in having the virtual reality experience in relation to the emotional feelings aroused by the game. This result suggests that the virtual reality high altitude game developed in this study would not reduce the novelty, fear, tension, accomplishment and pleasure of experiences and achievements in the game, simply because they took place in a virtual reality environment.
|關鍵詞||高空體驗教育、survival of desperate adventure、虛擬實境遊戲、adventure education、survival of desperate adventure、virtual reality game|