A study of presence in interactive game environments
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- Englisch ausgewählt
Fr. 68.90
inkl. gesetzl. MwSt.,
Beschreibung
Produktdetails
Einband
Taschenbuch
Erscheinungsdatum
05.01.2017
Verlag
LAP LAMBERT Academic PublishingSeitenzahl
128
Maße (L/B/H)
22/15/0.9 cm
Gewicht
209 g
Sprache
Englisch
ISBN
978-3-330-00559-4
How does an interactive environment affect a user's experience? 'Presence' is something that is usually elicited through virtual reality, but as traditional games develop into a rich media with immersive qualities beyond that of TV or film, it is argued that they can also elicit the sense of presence. Is measuring presence in traditional games viable using VR structures? The most widely used method of measuring it is the Presence Questionnaire. It is argued however that a questionnaire is not enough for measuring the immediate experience felt by an individual and in this study from 2008 it's complemented by an additional method of psychological measurement; time perception. Here, two game levels are created in order to investigate the theory that an increased degree of interactivity affects presence in games. These levels are identical but for one factor, one level is static and the other is highly interactive and destructible. Results from the time perception test and the accompanying questionnaire show a strong relationship between the levels of enjoyment and the increased amount of interactivity, as well as a relationship between time distortion and the sense of presence.
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