Thesis no: MSCS-2016-13
Empirical Investigation on
Measurement of Game Immersion using Real World Dissociation Factor
Gadila Swarajya Haritha Reddy
Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Computer Science. The thesis is equivalent to 20 weeks of full time studies.
Contact Information:
Author(s): Gadila Swarajya Haritha Reddy E-mail: [email protected]
University advisor: Prof. Sara Eriksén Department of Creative Technologies
Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden
Internet : www.bth.se Phone Fax
: +46 455 38 50 00 : +46 455 38 50 57
Abstract
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 signifi- cance 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. 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.
Keywords: Game Immersion, Real world dissociation (RWD), experienced players, inexperienced players. Dota 2, CS:GO.
Acknowledgement
Immeasurable appreciation and deepest gratitude for the help and support to the people who in one way or the another have contributed in making this study (Master’s Degree) possible.
It is a genuine pleasure to express my deep sense of gratitude and sincerity to my supervisor Prof. Sara Eriksén. I’m grateful to my supervisor, whose expertise, understanding, generous guidance and support made it possible for me to work on a topic that was of a great interest to me. I would also like to forward my thanks to the examiner of Computer Science Department Dr. Martin Boldt, who have supported with valuable guidance and encouragement throughout my study.
Finally, I would like to show my gratitude from the bottom of my heart to my
parents Gadila Veerender Reddy and Gadila Hima Bindu, my brother Sa-
harsh Reddy for their eternal support and love throughout my study. I would like to forward a special thanks to all my family members and friends who have supported me at every step of my study which has put me forward with confidence and success.
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List of Figures
2.1 SCI Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 2.2 Relationship between factors and models of immersion . . . . . . 11 2.3 Factors affecting RWD . . . . . . . . . . . . . . . . . . . . . . . . 14
3.1 Minimap of the arena in Dota 2 during a battle between two teams 21 3.2 Map representing teams: terrorists and counter-terrorists in CS:GO 22 3.3 Experimental Process . . . . . . . . . . . . . . . . . . . . . . . . . 31
4.1 Immersion scores for experienced players of Dota2 . . . . . . . . . 41 4.2 Immersion scores for inexperienced players of Dota2 . . . . . . . . 42 4.3 Comparison of immersion scores for experienced and inexperienced players (Dota 2) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
4.4 Immersion scores for experienced players of Counter Strike . . . . 43 4.5 Immersion scores for inexperienced players of Counter Strike . . . 43 4.6 Comparison of immersion scores for experienced and inexperienced players (CS:GO) . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
5.1 Means and Standard deviations for Dota 2 . . . . . . . . . . . . . 46 5.2 Values for Independent Sample T-test (Dota 2) . . . . . . . . . . 46 5.3 Difference in means of immersion scores for both the groups (Dota
2) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
5.4 Means and Standard deviations for CS:GO . . . . . . . . . . . . . 47 5.5 Values for Independent Sample T-test (CS:GO) . . . . . . . . . . 47 5.6 Difference in means of immersion scores for both the groups (CS:GO) 48 5.7 Interpretation of Cohen’s d . . . . . . . . . . . . . . . . . . . . . . 48
B.1 Snapshot of Steam Website for top games . . . . . . . . . . . . . 66
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List of Tables
- 2.1 Description of five factors of immersion . . . . . . . . . . . . . .
- 9
2.2 Characteristics of RWD with sub-categories . . . . . . . . . . . . 13
3.1 Search results for literature review . . . . . . . . . . . . . . . . . . 19 3.2 Sample calculated for each game individually . . . . . . . . . . . . 25
4.1 Presence Questionnaires used in investigating gaming experience . 34 4.2 Questionnaires used in investigating gaming experience in concept of flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
4.3 Questionnaires used in investigating gaming experience that measures specific aspect of games . . . . . . . . . . . . . . . . . . . . 38
4.4 Questionnaires used in investigating gaming experience which aim to capture full gaming experience . . . . . . . . . . . . . . . . . . 40
C.1 Immersion scores of experienced players of Dota2 game . . . . . . 69 C.2 Immersion scores of inexperienced players of Dota2 game . . . . . 71
D.1 Immersion scores of experienced players of CS:GO . . . . . . . . . 73 D.2 Immersion scores of inexperienced players of CS:GO . . . . . . . . 75
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List of Abbreviations
RWD MOBA FPS
Real World Dissociation Multi-player Online Battle Arena First Person Shooter
CS:GO HCI
Counter Strike:Global Offensive Human Computer Interaction Virtual Reality
VR IEQ
Immersive Experience Questionnaire Game Experience Questionnaire Game Engagement Questionnaire
GexpQ GengQ
ITC-SOPI ITC Sense of Presence Inventory
TAM
Technology Acceptance Model
CEGE SPGQ CAAS
Core Elements of Gaming Experience Social Presence in Gaming Questionnaire Computer Apathy and Anxiety Scale
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Contents
- Abstract
- i
- 1 Introduction
- 1
1.1 Problem Statement . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2 Aim and Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . 1.3 Research Questions . . . . . . . . . . . . . . . . . . . . . . . . . . 1.4 Thesis Outline . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2334
- 2 Background and Related Work
- 5
55677799
2.1 Human-Computer Interaction (HCI) . . . . . . . . . . . . . . . . 2.2 Computer Games . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3 An Overview of Immersion . . . . . . . . . . . . . . . . . . . . . .
2.3.1 Presence . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3.2 Flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2.4 Definition of Game Immersion . . . . . . . . . . . . . . . . . . . . 2.5 Models of Game Immersion . . . . . . . . . . . . . . . . . . . . .
2.5.1 SCI Model of Game Immersion . . . . . . . . . . . . . . . 2.5.2 Modified SCI Model of Game Immersion . . . . . . . . . . 10 2.5.3 Adams’ Model of Game Immersion . . . . . . . . . . . . . 10 2.5.4 Levels of Game Immersion . . . . . . . . . . . . . . . . . . 11
2.6 Real World Dissociation Factor . . . . . . . . . . . . . . . . . . . 12 2.7 Research Gap Identification . . . . . . . . . . . . . . . . . . . . . 14 2.8 Contribution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
- 3 Method
- 16
3.1 Literature Review . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 3.2 Experiment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.2.1 Selection of Games . . . . . . . . . . . . . . . . . . . . . . 20
3.2.1.1 Description of Dota 2 . . . . . . . . . . . . . . . 21 3.2.1.2 Description of Counter Strike: Global Offensive . 22
3.2.2 Participants and Sampling . . . . . . . . . . . . . . . . . . 23
3.2.2.1 Stratified Random Sampling . . . . . . . . . . . . 23
3.2.3 Questionnaire Development . . . . . . . . . . . . . . . . . 25
3.2.3.1 Motivation for Choosing IEQ Questionnaire . . . 25
vi
3.2.4 Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 3.2.5 Data Analysis . . . . . . . . . . . . . . . . . . . . . . . . . 28
3.2.5.1 Description of Independent Sample T-test . . . . 28
3.2.5.1.1 Hypothesis Testing . . . . . . . . . . . . . 29
3.2.5.2 Cohen’s D Effect Size . . . . . . . . . . . . . . . 29
- 4 Results
- 32
4.1 Literature Review . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
4.1.1 Methods for Measuring Game Immersion . . . . . . . . . . 32
4.1.1.1 Objective Measures for Game Immersion . . . . . 32 4.1.1.2 Subjective Measures for Game Immersion . . . . 33
4.2 Experiment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
4.2.1 Measures of Game Immersion . . . . . . . . . . . . . . . . 41
4.2.1.1 Dota 2 . . . . . . . . . . . . . . . . . . . . . . . . 41 4.2.1.2 Counter Strike:Global Offensive . . . . . . . . . . 42
- 5 Analysis
- 45
5.1 Data Analysis for Results . . . . . . . . . . . . . . . . . . . . . . 45
5.1.1 Difference in Game Immersion . . . . . . . . . . . . . . . . 45
5.1.1.1 Independent Sample T-test . . . . . . . . . . . . 45
5.1.1.1.1 Hypothesis Testing for Dota 2 . . . . . . . 46 5.1.1.1.2 Hypothesis Testing for Counter Strike:Global
Offensive . . . . . . . . . . . . . . . . . . . 47
5.1.1.2 Effect Size . . . . . . . . . . . . . . . . . . . . . . 48
5.1.1.2.1 Cohen’s D for Dota 2 . . . . . . . . . . . . 49 5.1.1.2.2 Cohen’s D for Counter Strike:Global Offensive . . . . . . . . . . . . . . . . . . . . 49
- 6 Discussions and Validity Threats
- 50
6.1 Discussions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 6.2 Threats to Validity . . . . . . . . . . . . . . . . . . . . . . . . . . 51
6.2.1 Internal Validity . . . . . . . . . . . . . . . . . . . . . . . 52 6.2.2 External Validity . . . . . . . . . . . . . . . . . . . . . . . 52 6.2.3 Construct Validity . . . . . . . . . . . . . . . . . . . . . . 52 6.2.4 Conclusion Validity . . . . . . . . . . . . . . . . . . . . . . 52
- 7 Conclusions and Future Work
- 54
7.1 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
7.1.1 Answering Research Questions . . . . . . . . . . . . . . . . 54
7.2 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
- References
- 56
- 64
- Appendix A Game Immersion Questionnaire
vii
Appendix B Snapshot of Steam Website Appendix C Immersion scores of Dota 2
66 67
C.1 Results of experienced players . . . . . . . . . . . . . . . . . . . . 67 C.2 Results of inexperienced players . . . . . . . . . . . . . . . . . . . 69
- Appendix D Immersion Scores of CS:GO
- 72
D.1 Results of experienced players . . . . . . . . . . . . . . . . . . . . 72 D.2 Results of inexperienced players . . . . . . . . . . . . . . . . . . . 74
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Chapter 1
Introduction
In recent times, video games have become so engaging to millions of people all around the world and have become an integral part of their lives [1]. Some players play games for enjoyment, some for stress relaxation and so on. People enjoy themselves when engaging in activities that challenge them, where games are one such activity. Video games were once considered to be a negative activity, but recognition of the educational potential of playing video games is now increasing [1]. Video games have a wide range of positive impact as it has become a growing body of research [2]. Successful computer games share the main characteristic that is able to attract and draw people into the game. Most of the games today provide players with more opportunities for social interactions, which can produce feelings of relatedness and belonging [1]. Due to their high accessibility, a variety of games can be played in the same space on the same computer. The fun and cathartic elements of games highly motivate players, and they become so absorbed in the games that their perceptions may become distorted to a certain degree [1].
In the game world, the players can see, hear and manipulate the environment as they do in the real world [3]. Sometimes people find computer games so engaging that they lose themselves in the world of game [4]. When people play games, they necessarily don’t realize that they have been dissociated from the surrounding world [5]. Hence, while playing games, the players not only get involved with the ready-made game world but also actively participate in the field of the game. This experience is referred to as "immersion", a term used by gamers and reviewers alike [4]. Immersion, the extent to which a person feels immersed in a task or virtual world, is an important goal in computer gaming [6]. According to Brown and Cairns, game immersion is defined as the degree of involvement with the game [7]. Immersion can be experienced in a variety of different contexts, and depending upon the different aspects of experience are emphasized as being important. The concept of immersion has been considered in many contexts but it is most commonly used, for software, when related to virtual reality and games [7].
The experience of immersion is often critical to the game enjoyment and is made or
1
Chapter 1. Introduction
2destroyed by game characteristics [7]. Game immersion can be measured subjectively or objectively. The subjective measurements are collected and studied with the help of questionnaires and the objective measurements are studied through task completion times and measurements of eye movements [4]. The five factors of game immersion measured by questionnaire are stated as cognitive involvement, real world dissociation (RWD), challenge, emotional involvement and control [5]. Among these identified five factors, this research particularly deals with the RWD factor as it has been found that if a player is present in alternative game world, there may be a measurable effect on their return to the real world [4]. RWD is defined as the situation where a player is less aware about the surroundings outside the game than what is happening in the game itself [8].
1.1 Problem Statement
There is a growing interest to understand and measure the physical and social features that constitute gaming experience. Today’s generation spend more time in playing games than in other leisure activities [1]. This is because the highly immersed qualities of gaming have put them beyond the traditional entertainment media such as televisions (TVs) and movies [9]. The separation between the virtual world and the real world can no longer exist, as games involve imaginary worlds that evoke mental images of physical or social situations that does not exist leading to immersion [1]. Hence, virtual reality research has an interesting perspective on immersive experience [7]. With a growing maturity of game science as a research field, more and more studies are devoted to an empirical investigation of different experiences in gaming [10]. Engaging with media such as computer games, TVs, movies and even books have been described as giving rise to the experience of feeling deeply involved with that particular medium. Practical evidence supporting how games are engaging and effective is really needed.This is because there is a lack of research attempting to delve into the question about how players feel and what they experience through playing games [1]. When trying to understand the meaning of immersion, it is very difficult to figure out what exactly is meant by immersion. The lack of clear understanding of immersion becomes acute when moving away from virtual reality and gaming and when considering immersion in other types of software [7]. In software research, many terms have been developed as flow, presence and immersion to describe the experiences of the players in gaming. Within game reviews, the term usually used to describe such an experience is immersion, but it is not clear if this correlates to immersion in other contexts or the extent to which it has been related to other involving experiences [11]. This has led to growing need for measuring game immersion in order to evaluate up to what extent a person can get immersed while getting dissociated from the real world.
Chapter 1. Introduction
3
When people play games, due to immersion they will be less aware of the real world [5]. Playing games can have benefits as well as sometimes leads to problems, acting as a distraction from real life activities [12]. It has been recognized that computer game immersion can lead to negative consequences as game addiction, social conflicts and guilty feelings about time wastage [12]. Hence, this also led to the need for measuring immersion in computer games when a person is dissociated from the real world. Real world dissociation (RWD) factor mirrors a phenomenon which allows people to explore virtual worlds, which can sometimes be beyond one’s imagination [8]. Therefore, this research is focused on measuring game immersion subjectively, by the player, when dissociated from the real world.
1.2 Aim and Objectives
Aim: The aim of this research is to identify the most commonly used approaches to measure game immersion. To explore more about game immersion, it is compared using real world dissociation factor between experienced and inexperienced players.
Objectives:
• Explore the significance of game immersion by knowing commonly used approaches to measure it.
• Identify various methods used to measure game immersion that relate to or based on RWD factor.
• Measure game immersion between experienced and inexperienced players using questionnaires based on RWD.
• Evaluation of results based on the experiment conducted. • Find the measurable difference in game immersion between experienced and inexperienced players and compare them.
1.3 Research Questions
RQ.1. What are the most commonly used approaches for measuring game immersion? Motivation: Since there are only few studies on measuring game immersion, we first need to identify the most commonly used approaches to measure game immersion. The main objective of the first research question is to identify the current literature on game immersion.
Chapter 1. Introduction
4
RQ.2. What is the difference in game immersion, measured by RWD, between experienced and novice players? Motivation: The objective of the research question is to explore relation between the player’s subjectively perceived game immersion, as measured by the RWD factor, and the player’s level of experience (in this research categorized as experienced and inexperienced gamer). This is the way to further explore and test the possible challenges when it comes to the measuring of game immersion, using RWD factor.
1.4 Thesis Outline
The thesis is structured as follows:
• Chapter 2 covers the background and related work on game immersion. It highlights the methods used to measure game immersion which is defined by various authors.
• Chapter 3 describes the methods used in this research. Literature review and experiment are methods which are well explained how they have been conducted in this research.
• Chapter 4 includes the results obtained during the experiment conducted to measure game immersion.
• Chapter 5 demonstrates the findings of the research. The results obtained in the experiment are analyzed in this chapter.