Erot immersion kokemuksessa VR-laitteiston ja pöytäkoneen välillä pelitilanteessa

Yksi hyvän pelin tuntomerkeistä sanotaan olevan immersiivisen kokemuksen tuottaminen, mutta immersion käsite itsessään on vaikeasti selitettävissä. Sillä on limittäisiä ominaisuuksia monien muiden samantyylisten kokemusten kanssa, kuten flow-kokemuksen, läsnäolon ja kognitiivisen syventymisen kanssa...

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Main Author: Peltonen, Pinja
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Master's thesis
Language:fin
Published: 2023
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/86269
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author Peltonen, Pinja
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Peltonen, Pinja Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Peltonen, Pinja Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Peltonen, Pinja
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description Yksi hyvän pelin tuntomerkeistä sanotaan olevan immersiivisen kokemuksen tuottaminen, mutta immersion käsite itsessään on vaikeasti selitettävissä. Sillä on limittäisiä ominaisuuksia monien muiden samantyylisten kokemusten kanssa, kuten flow-kokemuksen, läsnäolon ja kognitiivisen syventymisen kanssa. Tässä pro gradu -tutkielmassa huomion keskipisteenä on kysymys siitä, onko VR-laitteistolla ja pöytäkoneella pelatessa eroa siihen, kuinka voimakas immersion kokemus pelistä syntyy. Lisäksi tutkitaan, onko peligenrellä yhteys immersion kokemukseen. Tutkimusosiossa 24 koehenkilöä pelasivat Assetto Corsa ja Adr1ft -nimisiä pelejä sekä HTC Vive-laitteistolla VR:ssä että pöytä-koneella. Jokaisen pelisession jälkeen koehenkilöt täyttivät IEQ-kyselyn (Immersion Experience Questionnaire), sekä SSQ-kyselyn (Simulator Sickness Questionnaire). Tuloksista nähdään, että vaikka kaikista eri pelisessioista syntyi immersion kokemus, oli immersion kokemus voimakkain Adr1ft-pelin kohdalla VR:ssä pelatessa. Lisäksi IEQ-kyselytuloksista voidaan nähdä, että Adr1ft-peli tuotti voimakkaamman immersion kokemuksen tunteellisen osallistumisen osa-alueella, mikä voi osoittaa, että tarinallisempi peli voi loppujen lopuksi johtaa voimakkaampaan immersion kokemukseen. Tutkimuksen tulokset voivat antaa näyttöä pelinkehittäjille ja laitekehittäjille siitä, minkälaisia eroja immersion kokemuksessa on peligenrejen ja pelilaitteiden välillä. One characteristic sign of a good game is that it creates an immersive gaming experience. However, the concept of immersion itself has not been easy to ex-plain. It has overlapping qualities with multiple other similar concepts, such as flow, presence, and cognitive absorption. In this master’s thesis the focus is whether there is a difference when playing with VR equipment and on a desktop computer, when it comes to how strong the is immersion experience creat-ed from the game. The thesis also investigates whether the game genre has a connection to the immersion experience. In the research section, 24 subjects played games called Assetto Corsa and Adr1ft both on HTC Vive hardware in virtual reality and on a desktop computer. After each gaming session, the subjects filled out two questionnaires: the IEQ (Immersion Experience Question-naire) and the SSQ (Simulator Sickness Questionnaire). The results show that even though all gaming sessions created an immersive experience, the immer-sion experience was strongest when Adr1ft was played with VR equipment. Furthermore, the IEQ questionnaire results show that the Adr1ft game produced a stronger immersive experience of emotional involvement, which can show that more story-driven games can ultimately lead to a stronger experience of immersion. The results of the study can provide evidence for developers of games and devices about the differences in the experience of immersion between game genres and gaming devices.
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spellingShingle Peltonen, Pinja Erot immersion kokemuksessa VR-laitteiston ja pöytäkoneen välillä pelitilanteessa immersio kognitiivinen syventyminen VR peligenre Kognitiotiede Cognitive Science 601 pelit kokemukset tietokonepelit digitaaliset pelit flow-tila virtuaalitodellisuus pelaaminen läsnäolo
title Erot immersion kokemuksessa VR-laitteiston ja pöytäkoneen välillä pelitilanteessa
title_full Erot immersion kokemuksessa VR-laitteiston ja pöytäkoneen välillä pelitilanteessa
title_fullStr Erot immersion kokemuksessa VR-laitteiston ja pöytäkoneen välillä pelitilanteessa Erot immersion kokemuksessa VR-laitteiston ja pöytäkoneen välillä pelitilanteessa
title_full_unstemmed Erot immersion kokemuksessa VR-laitteiston ja pöytäkoneen välillä pelitilanteessa Erot immersion kokemuksessa VR-laitteiston ja pöytäkoneen välillä pelitilanteessa
title_short Erot immersion kokemuksessa VR-laitteiston ja pöytäkoneen välillä pelitilanteessa
title_sort erot immersion kokemuksessa vr laitteiston ja pöytäkoneen välillä pelitilanteessa
title_txtP Erot immersion kokemuksessa VR-laitteiston ja pöytäkoneen välillä pelitilanteessa
topic immersio kognitiivinen syventyminen VR peligenre Kognitiotiede Cognitive Science 601 pelit kokemukset tietokonepelit digitaaliset pelit flow-tila virtuaalitodellisuus pelaaminen läsnäolo
topic_facet 601 Cognitive Science Kognitiotiede VR digitaaliset pelit flow-tila immersio kognitiivinen syventyminen kokemukset läsnäolo pelaaminen peligenre pelit tietokonepelit virtuaalitodellisuus
url https://jyx.jyu.fi/handle/123456789/86269 http://www.urn.fi/URN:NBN:fi:jyu-202304052400
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