Journal
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
Volume 73, Issue -, Pages 107-114Publisher
ACADEMIC PRESS LTD- ELSEVIER SCIENCE LTD
DOI: 10.1016/j.ijhcs.2014.09.002
Keywords
Auditory ERP; Immersion; Task demand; Attention
Funding
- BIAL Foundation [105/10]
Ask authors/readers for more resources
The degree of engagement in a computer game is determined by sensory immersion (i.e. effects of display technology) and challenge immersion (i.e. effects of task demand). Twenty participants played a computer game under two display conditions (a large TV vs. head-mounted display) with three levels of cognitive challenge (easy/hard/impossible). Immersion was defined as selective attention to external (non-game related) auditory stimuli and measured implicitly as event-related potentials (ERPs) to an auditory oddball task. The Immersive Experience Questionnaire (IEQ) was used to capture subjective indicators of immersion. The type of display had no significant influence on ERPs or responses to the IEQ However, subjective immersion was significantly enhanced by the experience of hard and impossible demand. The amplitude of late component ERPs to oddball stimuli were significantly reduced when demand increased from easy to hard/impossible levels. We conclude that ERPs to irrelevant stimuli represent a valid method of operationalising immersion. (C) 2014 Elsevier Ltd. All rights reserved.
Authors
I am an author on this paper
Click your name to claim this paper and add it to your profile.
Reviews
Recommended
No Data Available