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可玩压力:VR应急响应 serious 游戏设计中的情感戏剧与选择性现实主义

Playable Pressure: Affective Dramaturgy and Selective Realism in the Design of a VR Emergency-Response Serious Game

Jan K. Argasiński

arXiv 2608.10763首次发表:更新:

AI 中文总结

本文通过分析VR应急响应项目的制作记录,识别六类压力,提出游戏内与游戏后两个层面的可问责性,为应急游戏设计提供启发性命题。

AI 中文摘要

专业模拟不仅呈现操作流程,还会呈现应被关注的对象、胜任实践中应包含的情绪,以及何种痛苦会成为任务的一部分。本文通过对一个虚拟现实(VR)应急响应项目的批判性设计-文档分析,构建情感戏剧理论。语料库包含两份非公开的制作记录。我们识别出六类特定压力,并考察感官编排、 proximity(邻近度)、触发权限、任务冲突与响应分配如何指向具有选择性接受能力的分诊专业人员。所记录的设计可使应急工作在道德与社会层面变得拥挤,但也可将悲伤、脆弱及心理健康相关行为转化为可调整的难度。我们提出两个层面的可问责性——游戏内响应与游戏后复盘可追溯性,并得出关于职业目的、表征、适配性与问责制的案例式问题。这些问题是启发性命题,而非经验证的用户效果或应急实践框架。

英文摘要

Professional simulations stage not only procedures but models of what should command attention, which emotions belong in competent practice, and whose distress becomes part of the task. This article develops affective dramaturgy through critical design-document analysis of a virtual-reality emergency-response project. The corpus comprises two non-public production records. We identify six families of specified pressure and examine how sensory staging, proximity, trigger authority, task conflict, and response allocation imply a selectively receptive triage professional. The documented design can make emergency work morally and socially crowded, yet it can also turn grief, vulnerability, and mental-health-coded behavior into adjustable difficulty. We propose answerability at two levels-in-play response and post-play debriefability-and derive case-based questions about occupational purpose, representation, adaptation, and accountability. These questions are sensitizing propositions, not a validated framework for user effects or emergency practice.

Comments36 pages, 6 figures, 4 tables

论文原文

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