Immersion and Identity in Video Games Yaman Terzioglu Purdue University

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Immersion and Identity in Video Games Yaman Terzioglu Purdue University Purdue University Purdue e-Pubs Open Access Theses Theses and Dissertations Spring 2015 Immersion and identity in video games Yaman Terzioglu Purdue University Follow this and additional works at: https://docs.lib.purdue.edu/open_access_theses Recommended Citation Terzioglu, Yaman, "Immersion and identity in video games" (2015). Open Access Theses. 620. https://docs.lib.purdue.edu/open_access_theses/620 This document has been made available through Purdue e-Pubs, a service of the Purdue University Libraries. Please contact [email protected] for additional information. i IMMERSION AND IDENTITY IN VIDEO GAMES A Thesis Submitted to the Faculty of Purdue University by Yaman Terzioglu In Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts May 2015 Purdue University West Lafayette, Indiana ii For my brother iii ACKNOWLEDGEMENTS I would like to thank my major professor, David Sigman for his support and letting me pursue my interest in game development and research. I’m also thankful for the support of Shannon McMullen and Fabian Winkler for being in my MFA committee. I also would like to thank my family for their never-ending support for me to pursue my goals. iv TABLE OF CONTENTS Page ABSTRACT .......................................................................................................................... vii CHAPTER 1. INTRODUCTION .............................................................................................. 1 1.1 introduction .............................................................................................................. 1 CHAPTER 2. CONCEPTS AND LITERATURE REVIEW: ........................................................... 3 2.1 Immersion: ............................................................................................................... 3 2.2 Identity ................................................................................................................... 11 2.2.1 Theories of Identity ............................................................................................. 14 CHAPTER 3. VIDEO GAME ELEMENTS IN SPACE SIMULATION GENRE ............................. 17 3.1 Space Simulation Genre ......................................................................................... 17 3.2 Case Study .............................................................................................................. 19 3.2.1 Case 1: Kerbal Space Program ......................................................................... 19 Case 2: X3: Albion Prelude ....................................................................................... 22 CHAPTER 4. VIDEO GAME ELEMENTS IN SPACE SIMULATION GAMES ............................ 26 4.1 Physical Interaction Methods ................................................................................. 26 4.1.1 Keyboard ......................................................................................................... 26 4.1.2 Mouse .............................................................................................................. 27 v Page 4.1.3 Joystick ............................................................................................................ 28 4.2 Sound Devices ........................................................................................................ 28 4.2.1 Speakers .......................................................................................................... 29 4.2.2 Headphones .................................................................................................... 29 4.3 Virtual Interaction .................................................................................................. 30 4.4 Graphics .................................................................................................................. 30 4.4.1 Realism ............................................................................................................ 31 4.4.2 Aesthetics ........................................................................................................ 31 4.4.3 Cockpit ............................................................................................................. 31 4.5 Sound Design .......................................................................................................... 32 4.5.1 Sound Effects ................................................................................................... 32 4.5.2 Music ............................................................................................................... 32 4.6 Game Modes .......................................................................................................... 33 4.6.1 Free Roam ....................................................................................................... 33 4.6.2 Objective / Narrative ....................................................................................... 33 4.7 Customization ........................................................................................................ 34 CHAPTER 5. IMMERSION STUDY ...................................................................................... 35 5.1 Method: .................................................................................................................. 35 5.1.1 Participants ...................................................................................................... 35 5.1.2 Design .............................................................................................................. 35 5.1.2.1 Control Group ........................................................................................... 37 vi Page 5.1.2.2 Experiment Group A ................................................................................. 37 5.1.2.3 Experiment Group B ................................................................................. 38 5.1.2.4 Experiment Group C ................................................................................. 38 5.1.3 Materials and Measures .................................................................................. 39 5.2 Results .................................................................................................................... 40 5.2.1 Hypothesis ....................................................................................................... 40 5.2.1 Overview ......................................................................................................... 41 5.2.2 Detailed Analysis ............................................................................................. 45 5.2.2.1 Physical Interaction .................................................................................. 46 5.2.2.2 Sound Devices .......................................................................................... 47 5.2.2.3 Graphics ........................................................................................................ 47 5.2.2.4 Sound Design ............................................................................................ 48 5.2.2.5 Game Modes ............................................................................................ 49 5.2.2.6 Customization ........................................................................................... 50 5.3 Discussion ............................................................................................................... 51 CHAPTER 6. CONCLUSION ................................................................................................ 54 BIBLIOGRAPHY ................................................................................................................. 56 vii ABSTRACT Terzioglu, Yaman MFA, Purdue University, May 2015. Immersion and Identity in Video Games. Major Professor: David Sigman The video gaming industry is an ever-expanding one. According to Reuters, the global net worth of the industry in 2011 was US$65 billion (Reuters, 2011). Every year developers race to deliver the best game ever produced. There are various factors, which render a game successful and a successful formulation of those factors means a satisfying game experience for the players. Immersion, the mental involvement between the game and the player, is one of the broader phenomena, which includes most of the game design elements as its determinants. Understanding the impact of a game’s immersiveness and how to form a strong immersive structure is relevant to the development of a successful video game. Every video game player, as they play video games, connects their real life identity with a virtual identity, which serves as a visual and substantial representation. The real life identity, with every aspect, is reflected on to the virtual identity and the latter is reflected on to the former as an outcome of being exposed to video games. James Paul Gee (2004) has suggested that a third type of identity is formed during this process of exchange: “the Projective Identity” (p. 56). Understanding the relationship between identity and videogames through this idea of triple identities (real life, projective and virtual) and the interaction between players’ real-world self and the avatar they are controlling inside the virtual space is crucial towards analyzing video game elements such as “Immersion” and “Presence”. viii This thesis investigates different video game elements and the impact they have in terms of immersion and the relevance of these elements based
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