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The Effects of Experience with Video Gaming on Presence during Virtual Reality Exposure Therapy.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
The Effects of Experience with Video Gaming on Presence during Virtual Reality Exposure Therapy./
作者:
Tusa, Brittany .
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
面頁冊數:
134 p.
附註:
Source: Dissertations Abstracts International, Volume: 81-07, Section: A.
Contained By:
Dissertations Abstracts International81-07A.
標題:
Psychology. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=27735110
ISBN:
9781392451335
The Effects of Experience with Video Gaming on Presence during Virtual Reality Exposure Therapy.
Tusa, Brittany .
The Effects of Experience with Video Gaming on Presence during Virtual Reality Exposure Therapy.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 134 p.
Source: Dissertations Abstracts International, Volume: 81-07, Section: A.
Thesis (Ph.D.)--Hofstra University, 2020.
This item must not be sold to any third party vendors.
This paper explores whether gaming history affects participants' ability to feel engaged during virtual reality exposure therapy (VRET). Innovative technologies, chiefly smartphones connected to virtual reality viewers, have made it feasible for VRET to be conducted remotely (i.e. therapists and patients are in different locations). In light of the Telehealth movement, the delivery of healthcare through telecommunication technologies, determining what factors contribute to the effectiveness of VRET is imperative. A key factor related to the effectiveness of VRET is presence, the degree to which a person leaves the reality of the world to be present in the computer-generated world. Researchers have begun to link higher video/online gaming histories with lower levels of presence during VRET. One hypothesized cause of this association is that VRET has generally had lower visual/graphic quality than that of video gaming contemporaneously available in the commercial market. In the current study, it was hypothesized that participants with high gaming histories would experience lower presence during VRET than those with low gaming histories. Gaming history was hypothesized to be negatively correlated to presence ratings during VRET. Priming, or a technique in which exposure to one stimulus unconsciously influences a response to a subsequent stimulus, was used to determine whether exposure to video games of varying quality would affect subsequent presence during VRET. It was hypothesized that those primed with high quality gaming prior to VRET would have lower levels of presence than those primed with low quality gaming. Those in the control condition, instead primed with Sudoku, were hypothesized to have higher levels of presence than those primed with low quality gaming. An exploratory analysis was also done to assess if there was an interaction between the two main effects.Given that traditional VRET for aviophobia has been well validated, the current study utilized a fear of flying protocol. Participants with aviophobia were excluded from the sample since clinical levels of flight anxiety might impact presence. Potential participants filled out a pre-screening Gaming History Questionnaire. Stratified random sampling was then used to ensure a sample of participants with varying levels of gaming history. The participants were then randomly assigned into one of the three priming levels: high-quality, low-quality and control prime. All participants were led through a session of VRET for aviophobia. The participants were asked to fill out the Independent Television Commission-Sense of Presence Inventory, Presence Questionnaire Version 3, and Visual-Quality & Graphics Questionnaire.Results from this study largely do not support the hypothesized negative association between gaming history and presence during VRET. There were no significant differences in the majority of presence subscales between participants with low, moderate, and high gaming histories. Most of the gaming history questions were not significantly correlated to presence subscales. Similarly, there were no significant differences between the high quality prime condition and the low quality prime condition, or the low quality prime condition and the control prime condition, in terms of presence subscales. Results also indicate that there were no significant interactions between gaming history and presence subscales. A few significant findings hint at a negative association between gaming history and presence. For example, the length of a participant's longest single session of gaming, was negatively correlated to how real they found, and how engaged they felt, in the virtual world. Therefore, future research into the association between gaming history and presence during VRET is warranted.
ISBN: 9781392451335Subjects--Topical Terms:
519075
Psychology.
Subjects--Index Terms:
Gaming history
The Effects of Experience with Video Gaming on Presence during Virtual Reality Exposure Therapy.
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This paper explores whether gaming history affects participants' ability to feel engaged during virtual reality exposure therapy (VRET). Innovative technologies, chiefly smartphones connected to virtual reality viewers, have made it feasible for VRET to be conducted remotely (i.e. therapists and patients are in different locations). In light of the Telehealth movement, the delivery of healthcare through telecommunication technologies, determining what factors contribute to the effectiveness of VRET is imperative. A key factor related to the effectiveness of VRET is presence, the degree to which a person leaves the reality of the world to be present in the computer-generated world. Researchers have begun to link higher video/online gaming histories with lower levels of presence during VRET. One hypothesized cause of this association is that VRET has generally had lower visual/graphic quality than that of video gaming contemporaneously available in the commercial market. In the current study, it was hypothesized that participants with high gaming histories would experience lower presence during VRET than those with low gaming histories. Gaming history was hypothesized to be negatively correlated to presence ratings during VRET. Priming, or a technique in which exposure to one stimulus unconsciously influences a response to a subsequent stimulus, was used to determine whether exposure to video games of varying quality would affect subsequent presence during VRET. It was hypothesized that those primed with high quality gaming prior to VRET would have lower levels of presence than those primed with low quality gaming. Those in the control condition, instead primed with Sudoku, were hypothesized to have higher levels of presence than those primed with low quality gaming. An exploratory analysis was also done to assess if there was an interaction between the two main effects.Given that traditional VRET for aviophobia has been well validated, the current study utilized a fear of flying protocol. Participants with aviophobia were excluded from the sample since clinical levels of flight anxiety might impact presence. Potential participants filled out a pre-screening Gaming History Questionnaire. Stratified random sampling was then used to ensure a sample of participants with varying levels of gaming history. The participants were then randomly assigned into one of the three priming levels: high-quality, low-quality and control prime. All participants were led through a session of VRET for aviophobia. The participants were asked to fill out the Independent Television Commission-Sense of Presence Inventory, Presence Questionnaire Version 3, and Visual-Quality & Graphics Questionnaire.Results from this study largely do not support the hypothesized negative association between gaming history and presence during VRET. There were no significant differences in the majority of presence subscales between participants with low, moderate, and high gaming histories. Most of the gaming history questions were not significantly correlated to presence subscales. Similarly, there were no significant differences between the high quality prime condition and the low quality prime condition, or the low quality prime condition and the control prime condition, in terms of presence subscales. Results also indicate that there were no significant interactions between gaming history and presence subscales. A few significant findings hint at a negative association between gaming history and presence. For example, the length of a participant's longest single session of gaming, was negatively correlated to how real they found, and how engaged they felt, in the virtual world. Therefore, future research into the association between gaming history and presence during VRET is warranted.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=27735110
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