Current design of virtual reality (VR) applications relies essentially on the transposition of users' viewpoint in first-person perspective (1PP). Within this context, our research aims to compare the impact and the potentialities enabled via the integration of the third-person perspective (3PP) in immersive virtual environments (IVE). Our empirical study is conducted in order to assess the sense of presence, the sense of embodiment, and performance of users confronted with a series of tasks presenting a case of potential use for the video game industry. Our results do not reveal significant differences concerning the sense of spatial presence with either point of view. Nonetheless, they provide evidence confirming the relevance of using the first-person perspective to induce a sense of embodiment toward a virtual body, especially in terms of self-location and ownership. However, no significant differences were observed concerning the sense of agency. Concerning users' performance, our results demonstrate that the first-person perspective enables more accurate interactions, while the third-person perspective provides better space awareness.
Les jeux vidéo sérieux offrent aujourd'hui une grande diversité de catégories et d'usages. Ils prétendent changer notre rapport au monde comme au jeu. Pour surmonter les paradoxes provenant de l'opposition entre activité ludique et activité sérieuse, il est préférable d'étudier ces nouveaux produits en termes d'utilité. La méthode de la recherche présentée ici a consisté à prendre en considération le point de vue et les intérêts particuliers de ceux qui les produisentles émetteurs -, et de ceux qui les pratiquent -les récepteurs. Le résultat obtenu est que leurs finalités respectives sont surtout convergentes et complémentaires dans le cas de la formation et du soin, alors qu'elles divergent et changent de nature dans le domaine de la communication journalistique, politique et surtout publicitaire. Il se trouve que cette réalité est masquée par le discours des promoteurs des jeux sérieux qui tiennent des propos très globalisants. Pour dépasser la rhétorique des acteurs d'un secteur en pleine expansion, une nouvelle définition du jeu vidéo sérieux est finalement proposée. Elle se fonde sur l'instrumentalisation du jeu vidéo et conclut sur l'idée que tous les jeux sérieux cherchent à mettre en corrélation effective le jeu et la réalité.
AbstractToday, serious games offer a great variety of categories and uses. They claim to change the ways we relate to the world as well as to games. To overcome the paradoxes that come out of the opposition between 'playful' and 'serious' activities, it is preferable to study these new products in terms of utility. This method consists of taking into consideration the viewpoints and particular interests of those who produce them -the senders -and those who use them -the receivers. We found that their goals converge and complement each other most of all in the fields of education and health care while they diverge and shift in journalism, politics, and, most of all, in advertisement. Incidentally, these realities are hidden by the rather totalizing discourses put forward by the promoters of serious games. To overcome the rhetoric used by the actors in this quickly expanding sector, we propose a new definition of serious video games. This definition is based on how video games are utilized and comes to the conclusion that all serious games try to correlate effectively game and reality. CJLT/RCAT No. 37(2) Les utilités du jeu vidéo sérieux : finalités, discours et mises en corrélation 2
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