451 research outputs found
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Case studies: understanding players and the contexts in which they play. Workshop on Crossing Domains: Diverse Perspectives on Players
Over recent years, the study of games and players has become an established domain with HCI research. However, while a range of methods has been employed within this area, questions remain as to how to develop in-depth understandings of players and the contexts they play within. Drawing upon the social sciences, this paper proposes case studies as an additional methodology for player research. We discuss the approach by referring to an example of how case studies were used to investigate the relationship between gaming involvement and learning
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The effect of time manipulation on immersion in digital games
Many empirical studies look into identifying factors that influence the quality of experience in video games. In this paper, we present research into the effect of playing time and players’ perception of the time on their immersion in the game. We invited 20 participants to play a puzzle game Bejeweled 2 for 7 min. They played the game in two conditions, namely, correct time (timer was programmed to be exactly 7 min) and wrong time (the countdown was set to be for 6 min, but was presented as a 7 min timer to the player). Players’ immersion scores were measured after the game using the IEQ. The results show no significant difference in immersion scores between the two conditions and participants’ comments also revealed that they perceived no difference in playing time between the conditions. This suggests that there is a dissociation between gaming time and subjective experience of gaming. Further research is required to investigate the relationship between playing time and positive gaming experiences
‘In the game’? Embodied subjectivity in gaming environments
Human-computer interactions are increasingly using more (or all) of the body as a control device. We identify a convergence between everyday bodily actions and activity within digital environments, and a trend towards incorporating natural or mimetic form of movement into gaming devices. We go on to reflect on the nature of player ‘embodiment’ in digital gaming environments by applying insights from the phenomenology of Maurice Merleau-Ponty. Three conditions for digital embodiment are proposed, with implications for Calleja’s (2011) Player Involvement Model (PIM) of gaming discussed
The threshold of the real: A site for participatory resistance in Blast Theory's Uncle Roy all around you (2003)
This article examines the collision of virtual and real spaces through simultaneous live and online play in Uncle Roy All Around You, and how this disruption of immersion is used to expose the habitual engagements associated with the digital interface. The nature of the participants' immersion and the subsequent reintegration into the real will be explored, before attempting to articulate what defines this piece as politically resistant, through discussion of a self reflexive participation, which undermines what Baudrillard terms the 'simulated response' (Baudrillard 1985/1988 p.216
InfoVis experience enhancement through mediated interaction
Information visualization is an experience in which both the aesthetic representations and interaction are part. Such an experience can be augmented through close consideration of its major components. Interaction is crucial to the experience, yet it has seldom been adequately explored in the field. We claim that direct mediated interaction can augment such an experience. This paper discusses the reasons behind such a claim and proposes a mediated interactive manipulation scheme based on the notion of directness. It also describes the ways in which such a claim will be validated. The Literature Knowledge Domain (LKD) is used as the concrete domain around which the discussions will be held
The complex relationship between empathy, engagement and boredom
In human computer interactions — especially gaming — the role of empathy has been mooted as a necessary prerequisite for higher levels of engagement and immersion. More recently other forms of engagement, including intellectual/cognitive engagement, have been proposed. In this study we present a carefully controlled dataset of human-computer interactions with a wide range of stimuli that ranged from highly engaging to boring to test these two theories. Analyzing 844 response sets to visual analogue scales (VAS) for empathy, interest, boredom, and engagement, we found that high empathy was sufficient for high engagement but is not necessary, whilst the converse was not true. We also found that empathy and boredom were incompatible with each other, but low levels of either were permissive rather than causal to the other. We conclude that there is no monotonic relationship between increasing empathy and engagement; either empathy is a sufficient (but not necessary) cause of engagement, or engagement is a necessary precursor to high empathy
Designing for the dichotomy of immersion in location based games
The interaction design of mixed reality location based games typically focuses upon the digital content of the mobile screen, as this is characteristically the primary navigational tool players use to traverse the game space. This emphasis on the digital over the physical means the opportunity for player immersion in mixed reality games is often limited to the single (digital) dimension. This research seeks to redress this imbalance, which is caused, in part, by the requirement for the player?s attention to be systematically switched between the two worlds, defined in this research as the ?Dichotomy of Immersion?. Using different design strategies we propose minimising the reliance of the player upon the mobile screen by encouraging greater observation of their physical surroundings. Using a ?research through design? approach for the mixed reality game PAC-LAN: Zombie Apocalypse, we illustrate design strategies for increasing immersion in location based games, which we believe will aid designers in enabling players to more readily engage with the physical context of the game and thus facilitate richer game experiences
Rereading the Narrative Paradox for Virtual Reality Theatre
We examined several key issues around audience autonomy in VR theatre. Informed by a literature review and a qualitative user study (grounded theory), we developed a conceptual model that enables a quantifiable evaluation of audience experience in VR theatre. A second user study inspired by the ‘narrative paradox’, investigates the relationship between spatial exploration and narrative comprehension in two VR performances. Our results show that although navigation distracted the participants from following the full story, they were more engaged, attached and had a better overall experience as a result of their freedom to move and interact
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