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Det undermedvetna spelet: Beteende och rörelsemönster i spelande
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2018 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [sv]

Syftet vi hade med detta arbete har varit att introducera personer till element och scenarios där vi med hjälp av olika medel analyserat de rörelsebaserade val aktörerna gör. Sedan applicerades analysmaterial för att hitta mönster i hur folk reagerar, då kroppsligt för att mäta hur deras undermedvetna reagerar även om spelaren inte uppfattar det som så. För att genomföra detta har vi använt primärt tre saker: Agens, Virtual Reality (VR) och Galvanic Skin Response, detta är en metod för att avläsa i vilket emotionellt läge kroppen befinner sig via elektriska impulser. Designprocessen arbetades fram genom iterationer av hur de olika upplevelserna skulle komma till sitt slutstadie där diskussioner om vad som krävs för att få kontrast nog för att kunna få resultat. Detta ledde då till ett resultat som talar för att VR-mediet ökar inlevelse samt att folks kroppar reagerar i ett mönster under ytan även om inte det ytliga gör det. Detta avslutas med diskussion angående vad som behövts och varit bra att tänka på i förväg eller åtminstone haft i åtanke såsom bristande kunskaper i områden som psykologi och dataanalys samt hur man introducerar val på ett sätt som inte är svart på vitt.

Abstract [en]

The purpose of this assignment has been to introduce people to elements and scenarios in which we analyzed the choices through movement based options the player has been given. We then applied the data we got to see if we could see any patterns in how they reacted to the different stimuli and how their bodies react both consciously and subconsciously. To make this possible we primarily used three methods: Agential realism, Virtual Reality (VR) and Galvanic Skin Response, which is a method to read the emotional state of the wearer through electrical impulses. The design process got worked through iterations mostly about which scenarios got used towards the last iteration as to not get scenarios which resembles each other in a way they get redundant or give the same result/outcome. With the tools at hand the result pointed towards that people who, atleast in our testing areas that even if the open emotions or thoughts about the events happening is perceived differently that the body often responded in the same way subconsciously. We ended it with discussions about what would have been good to know beforehand and about areas which we lacked the proper knowledge as psychology and how to properly introduce choices in a way that isn’t only black and white.

Place, publisher, year, edition, pages
2018. , p. 38
Keywords [en]
movement, behaviour, experience, immersion, reaction
Keywords [sv]
rörelse, beteende, upplevelse, inlevelse, immersion, reaktion
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:bth-16481OAI: oai:DiVA.org:bth-16481DiVA, id: diva2:1218695
Subject / course
ME1588 Kandidatarbete i Medieteknik, 30 hp
Educational program
MEGDS Digital Games
Supervisors
Examiners
Available from: 2018-06-26 Created: 2018-06-14 Last updated: 2018-06-26Bibliographically approved

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