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Understanding user experience in gamingUnderstanding user experience in gaming

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Tác giả: Chưa cập nhật
Ngày: Trước 2025
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TABLE OF CONTENTS

ABSTRACT ……………………………………………………………………………………………………….. iii
ACKNOWLEDGMENTS ……………………………………………………………………………………. iv
LIST OF TABLES ……………………………………………………………………………………………… vii
SECTION
1. INTRODUCTION ………………………………………………………………………………………. 1
2. LITERATURE REVIEW …………………………………………………………………………….. 3
2.1. VIRTUAL REALITY …………………………………………………………………………… 3
2.2. PRIOR RESEARCH ON SPATIAL PRESENCE …………………………………….. 5
2.3. PRIOR RESEARCH ON SOCIAL PRESENCE ………………………………………. 5
3. THEORETICAL FOUNDATION AND HYPOTHESES ………………………………… 8
3.1. COGNITIVE THEORY OF PRESENCE ……………………………………………….. 8
3.2. SOCIAL PRESENCE THEORY ………………………………………………………….. 10
3.3. THEORY OF REASONED ACTION …………………………………………………… 12
3.4. HYPOTHESIS GENERATION …………………………………………………………… 13
3.4.1. Virtual Reality and Spatial Presence ……………………………………………. 13
3.4.2. Virtual Reality and Social Presence …………………………………………….. 14
3.4.3. Virtual Reality and Intention to Play ……………………………………………. 14
4. RESEARCH METHODOLOGY ………………………………………………………………… 16
4.1. EXPERIMENTAL DESIGN ……………………………………………………………….. 16
4.2. RESEARCH PROCEDURES ………………………………………………………………. 16
4.3. MEASUREMENT ……………………………………………………………………………… 18
4.3.1. Visual Spatial Imagery ………………………………………………………………. 18
4.3.2. Immersive Tendencies ……………………………………………………………….. 18
4.3.3. Spatial Presence. ……………………………………………………………………….. 19
4.3.4. Social Presence …………………………………………………………………………. 20
4.3.5. Intention to Play ……………………………………………………………………….. 21
4.3.6. Subject Background Questionnaire ……………………………………………… 21
4.4. PILOT TESTS ……………………………………………………………………………………. 22
5. DATA ANALYSIS ……………………………………………………………………………………. 23
5.1. MEASUREMENT VALIDATION ………………………………………………………… 25
5.2. QUANTITATIVE ANALYSIS ……………………………………………………………… 25
5.2.1. Spatial Presence ………………………………………………………………………….. 27
5.2.2. Social Presence …………………………………………………………………………… 28
5.2.3. Intention to Play …………………………………………………………………………. 28
5.3. QUALITATIVE ANALYSIS ………………………………………………………………… 29
6. DISCUSSIONS …………………………………………………………………………………………. 31
7. LIMITATIONS AND FUTURE RESEARCH ………………………………………………. 33
8. CONCLUSIONS ……………………………………………………………………………………….. 34
APPENDICES
A. COUNTER-STRIKE GAME COMMANDS…………………………………………………. 35
B. PRACTICE INSTRUCTIONS FOR DESKTOP ……………………………………………. 37
C. GAMING SESSION INSTRUCTIONS FOR DESKTOP ………………………………. 39
D. PRACTICE INSTRUCTIONS FOR OCULUS (VIRTUAL REALITY) …………… 41
E. GAMING SESSION INSTRUCTIONS FOR OCULUS (VIRTUAL REALITY) . 44
F. SUBJECT BACKGROUND QUESTIONNAIRE…………………………………46
BIBLIOGRAPHY ………………………………………………………………………………………………. 48
VITA……. ………………………………………………………………………………………………………….. 54

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