沉浸式传播中的身体经验:以虚拟现实游戏的玩家研究为例  被引量:71

Bodily Experience in Immersive Communication: A Case Study of Virtual Reality Game Players

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作  者:周逵 Zhou Kui(Faculty of Journalism and Communication, Communication University of Cihin)

机构地区:[1]中国传媒大学新闻传播学部

出  处:《国际新闻界》2018年第5期6-26,共21页Chinese Journal of Journalism & Communication

摘  要:虚拟现实技术以其高度的感官沉浸感、体感交互性带来了存在论意义上的颠覆性。虚拟现实类游戏玩家通过高度拟真、再造现实的技术入口进入游戏营造的虚拟环境后,展现出相对以2D画面和键鼠交互为特点的传统游戏更为独特的身体经验。本研究以索尼公司PSVR主机与PlayStation商店最畅销的《蝙蝠侠:阿卡姆VR》为个案,用质化研究的扎根方法,以焦点小组为单位,参与和观察90后大学生群体的玩家身体经验。本研究通过MaxQda软件对讨论的内容文本完成编码过程,将沉浸式传播中参与者的身体经验分为感官体验、空间实践、身份替换、情感主体和虚假记忆的五个子类别,并分别进行讨论,以探讨在虚拟现实技术下,受众的自我感官系统被沉浸式的媒介环境所取代后,其"真实/虚拟"的经验结构会受到何种影响。The technology of Virtual Reality(VR) has been ontologically overturning for its high level of sensory immersion and physical interaction. Through the technology of simulation and reality reproduction, a more unique physical experience manifests among VR game players after they enter the virtual world, compared to the keyboard-mouse interaction of 2D games. This study takes the case ofBatman: Arkham VR, the best-selling game in the SonyPSVR platform, employing the grounded theory of qualitative research with focus group. The researcher participates and observes the bodily experience of a group of university students playing VR game, following by an encoding process via MaxQda software. The bodily experience of the participants is examined within five subcategories: sensory experience, spatial practice, identity replacement, emotional subject and pseudo-memory, which are discussed respectively. The research also aims to discuss that under virtual reality technology, how the replacement of self sensory system by immersive media environment affects the audiences' "practical/virtual" experience structure.

关 键 词:虚拟现实 沉浸 受众研究 身体经验 

分 类 号:G206[文化科学—传播学]

 

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