Processus d'induction d'émotions dans les environnements virtuels et le jeu vidéo

Les domaines de la realite virtuelle et du jeu video convoquent les problematiques emotionnelles dans leurs objectifs respectifs de presence et de flow zone. Cependant, la question des methodologies d'induction d'emotions dans les environnements virtuels de ces mediums n'a pas ete largement questionnee. Apres avoir defini ce que sont les emotions dans la litterature philosophique, psychologiste et physiologiste, nous cherchons a montrer les liens supposes existants entre l'emotion et les etats extatiques de presence en realite virtuelle et de flow zone dans les jeux video. Nous commencons donc par montrer combien le niveau de connaissance des mediums peut influencer la sensibilite aux inductions d'emotions dans les environnements virtuels. Puis nous mettons en place une strategie inductive d'emotions basee sur une gestion iterative des niveaux de challenge en lien avec les niveaux de competences acquises.Nous avons valide au travers de deux experiences empiriques ayant impliquees 176 participants, une methodologie d'induction d'emotions basee sur un schema circomplexe. Ce schema, construit autour de la valence et le niveau d'activation des emotions, permet d'induire des emotions dans les cinq composantes essentielles de la conception d'environnements virtuels pour la realite virtuelle ou les jeux video : la chromatique, la luminosite, la vitesse des mouvements, la dimension des espaces et le volume des interactions sociales.Mots cles : realite virtuelle, jeu video, emotions, presence, flow zone.

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