虛擬實境應用與創造力研究

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2025

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創造力是21世紀及未來工作和教育的核心技能之一,研究發現虛擬實境與遊戲的應用有助於創造力發展。其中,虛擬實境能提供更高的沉浸感、可控制性與便於觀察的情境;而遊戲的探索性、互動性與正向情緒喚起,有助於創造力潛力的培養。本研究以2x2因子實驗設計為研究方法,虛擬實境遊戲對創造力的影響為核心議題,將其拆解為「虛擬實境的體驗方式」與「遊戲的認知方式」兩個主要構面,依此將參與者平均分爲四組:HMD(頭戴顯示裝置)娛樂遊戲、HMD嚴肅遊戲、FSD(平面顯示器)娛樂遊戲與FSD嚴肅遊戲,進行Tilt Brush VR遊戲體驗與前後測。以量化的研究方法,探討虛擬實境遊戲體驗對創造力、沉浸體驗和情緒變項的影響。研究結果發現,在不同的虛擬體驗方式中,HMD相較於FSD能為使用者提供更高沉浸感與臨場感,並能更有效降低負面情感。而在不同的遊戲認知方式中,娛樂遊戲相較於嚴肅遊戲能為使用者提供更高沉浸感與臨場感,更有效降低負面情感,並對創造力自我概念產生積極影響。此外,虛擬實境遊戲體驗存在降低創造力自我概念的風險。
Creativity is one of the core skills for work and education in the 21st century and the future. Research shows that the application of virtual reality and games contributes to creativity development. Virtual reality provides a higher immersion, controllability, and an easy-to-observe environment. Meanwhile, games have the features of exploratory, interactivity, and arousal of positive emotions, which help cultivate the potential of creativity.This study, using a 2x2 factorial experimental design, focuses on the impact of immersion and emotions on Creativity through virtual reality game experiences. The experiment breaks down"virtual reality games" into two key dimensions: "virtual reality experience way" and "game cognitive way". Participants were evenly divided into four groups: HMD (Head-Mounted Display) entertainment games, HMD serious games, FSD (Flat Screen Display) entertainment games, and FSD serious games. Each group experienced the Tilt Brush VR game, with pre- and post-test questionnaires conducted. We employ quantitative research method to investigate the impact of VR game experiences on creativity, immersion, and emotional variables.The results found that virtual reality game experiences may carry the risk of reducing creativity self-concept. However, across different VR experience and game cognitive ways, HMDs provide users with a higher sense of immersion and presence than FSDs, and are more effective in reducing negative emotions. Furthermore, entertainment games provide users with a higher sense of immersion and presence than serious games, are more effective in reducing negative emotions, and have a positive impact on creative self-concept.

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虛擬實境, 創造力, 遊戲, 情緒, 沉浸體驗, virtual reality, creativity, games, emotions, immersion

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