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An Experiment of User Experience and Neurophysiological Patterns during Watching and Playing a Video Game

게임콘텐츠의 시청행위와 게임행위의 사용자 경험과 뇌파반응특성

  • Jang, Han-Jin (Dept. of Interaction Design, Graduate School, Hallym University) ;
  • Kim, Si-Sung (Dept. of Interaction Design, Graduate School, Hallym University) ;
  • Noh, Ghee-Young (Dept. of Interaction Design, Graduate School, Hallym University)
  • 장한진 (한림대학교 대학원 인터랙션디자인) ;
  • 김시성 (한림대학교 대학원 인터랙션디자인) ;
  • 노기영 (한림대학교 대학원 인터랙션디자인)
  • Received : 2015.01.05
  • Accepted : 2015.03.26
  • Published : 2015.04.20

Abstract

Presence, flow, and arousal are interesting user experiences provided by video and people's demand for media which responds to personal interest is getting strong. This research compares video watching and game play by conducting a survey and measuring brain wave to find out the difference of those user experiences in the two media. As a result, all the three user experiences were proved to be significantly higher in game play than video watching. And those EEG frequencies which are known to be related to the state of flow were also measured higher scalp distribution of the game play group. Finally, presence, arousal, and EEG(${\alpha}$, ${\beta}$, ${\delta}$) were found to have influence on the flow state in game play. This research is intended to prove above relations by experiment and make a contribution to the theoretical and methodological improvement in the related area.

실재감, 몰입, 각성은 비디오가 제공하는 흥미로운 사용자 경험이다. 사용자들은 개인의 관심에 응해줄 수 있는 미디어에 대한 요구가 강해지고 있다. 본 연구는 이러한 사용자의 요구를 바탕으로 설문조사방법과 뇌파측정을 결합하여 비디오 시청과 게임을 비교한 연구이다. 연구결과, 비디오 게임이 비디오 시청에 비해 실재감, 몰입, 각성이 높은 수준으로 확인되었으며, 몰입의 상태와 관련이 있다고 알려진 뇌파 역시 높은 수준으로 확인되었다. 마지막으로 게임몰입에 영향을 주는 요인으로 실재감, 각성, 뇌파(${\alpha}$, ${\beta}$, ${\delta}$)변인이 영향을 주는 것으로 확인되었다. 이 연구는 자기보고와 더불어 뇌파측정을 통해 실증적으로 분석하고 관련분야의 이론적, 방법론적 발전에 기여하고자 하였다.

Keywords

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