Documente Academic
Documente Profesional
Documente Cultură
COGNITIVE
SCIENCES AND
HUMAN
DEVELOPMENT
KMK3113
VIRTUAL REALITY
Pair Project:
ACTION GENRE
GAME AFFECT
IMMERSION DIFFER IN GENDER
Lecturer name:
Dr. Kamal Bin Othman
Date of submission:
21TH APRIL 2015
Group members:
NO
NAME
MATRIC NUMBER
.
1.
2.
42607
40119
1.0
Introduction
Virtual reality technology has a lot to create a range of tools and applications that
facilitate daily life and fun. Tools and applications that are created also contributed
immensely to certain fields like Education, Training, Prototypes, Spatial Visualization,
Cultural Heritages, Scientific Visualization, Entertainment, and Stereo Viewing. In the field
of entertainment, gaming is one of the fastest growing entertainment industries. It is expected
to be a $68 billion business by 2012 (Caron, 2008). Various videogames tools were created to
turn a lot of interaction between the player and the hardware used. This indirectly affects the
players immersion of the videogame. For example, the application head mounted display,
arm mounted display (BOOM), virtual retinal display, surround screen virtual environment
(SVR), Immersadesk and variants, stereo monitors and other displays. The creation of various
tools and applications have been develop more different types of game genres such as action,
strategies, sport, adventure and so on In this task, the researcher focus on action game genre
affect immersion differ in gender.
2.0
Background
In previous studies have been many studies about the immersion of a game. This
involves a wide range of genres that may affect the player's immersion. For example, the
genre of action games, sport, adventure, puzzle, strategy and so on. Immersion is considered
a psychological experience (Jennet et al, 2008. The Wild, 1995. Witmer & Singer, 1998),
particularly cognitive activities (Jennett et al, 2008; Brown & Cairns, 2004). There are also
researchers said that immersion can be divided into two categories, namely perception and
psychology (Grimshaw et al, 2008; Lombard & Ditton, 1997; McMahan, 2003). Immersion
perception refers to the physical work such as vision and hearing while playing a game.
Meanwhile, psychological immersion is mental absorption players experience in the game.
Immersion in the game refers to human involvement with media such as computer
games, virtual reality, and cinema that can cause feelings of experience and in-depth
involvement with a particular medium (Csikszentmihalyi, 1990; Slater, Usoh & Steed, 1994;
Witmer & Singer, 1998). In a study conducted by Brown and Cairns (2004), they argue that
there are three levels of immersion is engagement, engrossment and total immersion.
Engagement is the first stage of immersion. At this stage, individuals game and usability of
game control is that players have to overcome obstacles. Engagement also require players to
invest time, effort and attention to play the game.
The second stage is engrossment. At this stage, players will invest their time and
attention. Players will engage willing to play the game. In addition, players will also be
emotionally invested in the game. The third stage is total immersion. At this stage, players
can accentuate their emotions with characters in the game and atmosphere built by the game
are able to cut the connection between the player and the real world.
From a study conducted by the electronics software association showed statistic of
gender breakdown people who play video games are quite widespread in many places (Wai
Yen Tang, 2014). In this study, there are differences in the motivation for the choice of genre
favorite players. For example, competition, violent, action, adventure and so on. This comes
from common perceptions among gamers as well as good number of studies.
3.0
Problem Statement
4.0
Objective
4.0.1 General Objective
The main objective of this study was to identify the differences between the
acceptance of immersion action game genre and gender.
4.0.2 Specific Objective
In this project, we discuss regarding of a research question and hypothesis
and in defining objectives for research. Basically, we focused on the
immersion of action game by different gender. Besides that, we also study the
demographic profile of participants in order to identify the level of acceptance of
immersion action game by gender. Lastly is to assess the effectiveness of the action
game affect the immersion.
5.0
Research Question
1. What is the difference in immersion of action game between male and female?
2. How can gender affect immersion?
3. Do male have higher immersion compare to female?
4. Why immersions differ in gender?
6.0
Conceptual Framework
6.0
Method
6.0.1 Participants
6.0.2 Design
This study is conducted at University Malaysia Sarawak. This is a quantitative
research whereby data is collected via questionnaires distributed to respondents at this
institution. This study can be considered a 2 (gender) X 2 (games from action genre)
because there are two independent variables. The gender of the students has two
levels, male and female, and the action genre game has two levels: Clan of Clash
(COC) and
SUDDEN ATTACK. The dependent variables measure is the
immersion of different gender to action genre game.
6.0.3 Material
The demographical questionnaire was released before the beginning of the experiment
(Appendix A).The level of immersion that participants experienced during game play
was measured with the Immersive Experience Questionnaire (IEQ) (Jennett et al,
2008). Participants were asked to fill in the questionnaire after they finished each
game session. The IEQ contained 33 items.
Indicator
Strongly
Disagree
Neutral
Agree
Strongly
Disagree
Agree
Figure: Likert-type Scale Indicator
7.0
Result
7.1 Result based on Clash of Clan (COC) games
Group Statistics
MEAN_GAME1
Gender
Male
Female
N
5
5
Mean
3.0667
3.0303
Std. Deviation
.06210
.12494
Clash of clan is an action game in clan to compete for victory. This game is a game
that is popular at the moment and played by numerous people and also men and
women. This game has two ways first fight to collect the trophy and the second is to
win the clan wars.
Based on the results of the action game Clash of Clan (COC), there was no significant
difference between the acceptance immersion respondent men and women. The study
found differences immersion received by the respondent of men and women is only
0.03. Respondent men receive immersion by playing games COC by 3.06.
Meanwhile, the respondent women who play games COC accept immersion of 3.03.
This shows that relatively little difference between acceptance immersion between
male and female to genre of game action clan clash.
Group Statistics
MEAN_GAME2
Gender
Male
Female
N
5
Mean
3.5515
Std. Deviation
.44916
2.9697
1.08246
.48409
Sudden attack is a shooting game that is played online. This game is a genre action game that
requires players to fight against the enemy. The enemy is among themselve since this game is
an online game. This game is popular among teenagers and played irrespective of gender
status.
Based on the results of the Sudden Attack game are there was significant difference between
the acceptance immersion of respondent men and women. The study found differences
immersion received by the respondent of men and women is only 0:59. Respondent men
receive immersion by playing games Sudden Attack by 3.55. Meanwhile, the respondent
women who play games Sudden Attack accept immersion of 2.96. This shows that there is
quite a big difference between acceptance soaked men and women to genre action game
Sudden Attack.
8.0
Discussion
9.0
Conclusion
Our hypothesis is accepted. From the result, we can see that there is a difference rate in
immersion between male and female. From this result, it showed that male have higher rate
of immersion compare to female in action game. The results in this study are consistent with
previous findings in the video games in terms of immersion and the types of games males
and females tend to play. However, the current study provides more detailed information
about video game usage and preference among male and female gamers such as specific
gaming device usage and game preferences across the 12 common game genres. Future
research should should be done in a wider range of male and female gamers as well as the
design features which make certain genre games more desirable to play.
References
Brown, E. and Cairns, P. (2004). A grounded investigation of game immersion. In CHI 04
extended abstracts on Human factors in computing systems, CHI EA 04, pp. 1297
1300, New York, NY, USA. ACM. Caron, F. (2008).
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper
Perennial, first edition edition.
Grimshaw, M., Lindley, C. A., and Nacke, L. (2008). Sound and immersion in the FirstPerson shooter: Mixed measurement of the players sonic experience. In AUDIO
MOSTLY 2008, pp. 915.
Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., and Walton, A. (2008).
Measuring and defining the experience of immersion in games. Int. J. Hum.-Comput.
Stud., 66:641661.
Lombard, M. and Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of
Computer-Mediated Communication, 3(2):0.
McMahan, A. (2003). Immersion, engagement, and presence: A method for analyzing 3D
videogames. In Wolf, M. J. P. and Perron, B., editors, The Video Game Theory Reader, pp.
6786. Routledge, New York.
Slater, M., Usoh, M., and Steed, A. (1994). Depth of Presence in Virtual
Environments. Presence: Teleoperators and Virtual Environments, 3.2 MIT Press:
130144.
Wai Yen Tangs, 2014, Four Studies on Videogame Genre, Experience The Evoluation.
Witmer, B. G. and Singer, M. J. (1998). Measuring presence in virtual environments: A
presence questionnaire. Presence: Teleoper. Virtual Environ, 7(3):225240.
Phan, M. H., Jardina, J. R., & Hoyle, W. S. (2012). Video Games: Males Prefer Violence
while Females Prefer Social. Usability News, 14(1).
Appendices
Immersion Questionnaire used in Experiment 1 and 2
Your Personal Experience of the Game
Please rate how far you would agree with the statements below just
before you were
interrupted.
SD = Strongly Disagree; D = Disagree; N = Neutral; A = Agree; SA
= Strongly Agree.
I felt that I really empathized/felt for with the game.
SD D N A SA
I did not feel any emotional attachment to the game.
SD D N A SA
I was interested in seeing how the games events would progress.
SD D N A SA
It did not interest me to know what would happen next in the game.
SD D N A SA
I was in suspense about whether I would win or lose the game.
SD D N A SA
I was not concerned about whether I would win or lose the game.
SD D N A SA
I sometimes found myself to become so involved with the game that I
wanted to speak to
the game directly.
SD D N A SA
I did not find myself to become so caught up with the game that I wanted
to speak to
directly to the game.
SD D N A SA
I enjoyed the graphics and imagery of the game.
SD D N A SA