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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Measurement of Game Immersion through Subjective Approach

Chinta, Ruthvik January 2017 (has links)
Context. People in recent times are getting engaged more often in playing video games. Few play for enjoyment, few play for stress relaxation and so on. Generally, the degree of involvement of a player with the game is described as game immersion. People when immersed into playing a game doesn't realize that they are getting dissociated with the outside world and are losing track of time. Objectives. In this research, the main objective is to explore the relationship between the game immersion and game experience using the five factors of game immersion. In addition, the study also involves exploring different methods that can be used to measure game immersion. Methods. In this research, initially literature review has been conducted to explore the meaning of game immersion and also different methods that can be used to measure it and next user studies in the form an experiment was conducted to measure game immersion. After the experiment was conducted regression analysis was performed on the data obtained from the results to describe the relation between game immersion and game experience. Results. After the experiment participants were asked to answer the IEQ questionnaire and the answers obtained from the questionnaire are analyzed using regression analysis. An inverse linear regression was observed between game immersion and game experience. Conclusions. After analyzing the data, from the observed inverse linear regression, it is concluded that game immersion levels decrease with the increase in the game experience.
2

EFFECT OF HEAD-UP DISPLAY DESIGN ON GAME IMMERSION

Bergman, Elias, Hermansson, Tobias January 2023 (has links)
Game immersion is an important aspect of gaming and is a term used by players and critics alike. It is one of the aspects that keeps a player “hooked” and is often seen as critical for a good game session. A Heads-up Display (HUD) is a common element of most games. It is used to communicate vital information to the player, such as health and ammunition. While these two things are important for gaming, there is not a lot of research on how these two correlate. An experiment with 12 participants was set up to investigate how different HUD designs affect game immersion and whether there is a difference between experienced players and novice players regarding immersion. The experiment, set in the game Fortnite, used eye tracking tounderstand how the participants used the HUD, and a questionnaire to evaluate to what extent a participant was immersed by said HUD. The results show no significant effect of HUD choice on game immersion. Moreover, the results did not show any significant effect of expertise. Although not significant, novice players were more immersed than experts. While also not significant, the results show a trend suggesting that a HUD design with larger elements promptsmore eye fixations over all elements in the HUD. When asking what the participants thought about the HUDs, we could see a significant effect of HUD design on subjective rating. / Spelinlevelse är en viktig aspekt inom gaming och är en term som används av både spelare och kritiker. Det är den aspekt som får en spelare att vilja fortsätta spela och ses ofta som en kritisk aspekt för en bra spelsession. En head-up display (HUD) är ett vanligt element i de flesta spel. Den kommunicerar kritisk information till spelaren som liv och ammunition. Medan båda dessa två aspekter är viktiga för gaming så finns det inte så mycket forskning om hur de korrelerar. Ett experiment, med 12 deltagare, utfördes för att undersöka hur olika HUDs har en effekt på spelinlevelse och om det finns någon skillnad mellan erfarna spelare och nybörjare. Experimentet, som utfördes i spelet Fortnite, använde sig av eye-tracking för att förstå hur deltagarna använde sig av HUDsen och en enkät för att evaluera till vilken grad av inlevelsedeltagarna upplevde vid varje HUD. Resultatet visade inte på någon signifikant effekt av inlevelse vid val av HUD. Resultaten visade utöver detta inte på någon signifikant skillnad avexpertis. Trots att dessa resultat inte var signifikanta, så hittades en trend som antyder att en större HUD framkallar flera ögonfixeringar på alla element i HUDen. När deltagarna blev tillfrågade om vad de tyckte om HUDsen, kunde vi se en signifikant skillnad vid val av HUD design på subjektiv värdering.
3

Empirical Investigation on Measurement of Game Immersion using Real World Dissociation Factor

Gadila Swarajya, Haritha Reddy January 2016 (has links)
Context: Games involve people to a large extent where they relate themselves with the game characters; this is commonly known as game immersion. Generally, some players play games for enjoyment, some for stress relaxation and so on.Game immersion is usually used to describe the degree of involvement with a game. When people play games, they don’t necessarily realize that they have been dissociated with the surrounding world. Real world dissociation (RWD) can be defined as the situation where a player is less aware of the surroundings outside the game than about what is happening in the game itself. The RWD factor has been expected to measure the losing track of time, lack of awareness of surroundings and mental transportation. Objectives: In this thesis, we measure and compare the difference in game immersion between experienced and inexperienced players using RWD factor. In addition, the study involves exploring the significance of game immersion and various approaches used to measure it. Methods: In this study literature review has been carried out to explore the meaning of game immersion and further user studies in the form of an experiment has been conducted to measure game immersion between experienced and inexperienced gamers. The game immersion has been measured using the real world dissociation (RWD) factor. After the experiment has been conducted, a statistical technique has been carried out to measure the difference in game immersion among the two groups. Results:The empirical investigation on the measurement of game immersion has been done using RWD factor. The results state that the significance value is less than 0.05 and hence null hypothesis is rejected for both the games. The measurable difference has been calculated by using Cohen’s d effect size between experienced and inexperienced players. The Cohen’s d value between experienced players and inexperienced players for Dota 2 is 0.7423 and CS:GO is 0.8383. Conclusions: After analyzing the data and calculating the effect size, the overall results state that inexperienced group of players are more immersed than the experienced group of players when measured by RWD factor. Hence it can be concluded that irrespective of the game played, inexperienced players are more dissociated from the real world than the experienced players.

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