Abstract
In this paper we investigate the relation between immersion
in a game and the player’s intensity of physical behaviours,
in order to explore whether these behaviours can be reliably
used as indicators of player experience. Immersion in the
game was manipulated by means of screen size (20" vs 42"
screen), and sound pressure level (60dBA vs 80 dBA),
according to a 2 x 2 design. The effects of these
manipulations on self-reported experience (including
arousal and presence) and behavioural intensity (controller
tilt and button pressure) were measured. Results showed
that sound pressure level in particular strongly influenced
both the self-reported measures of people's affective
reactions and feelings of presence and the force people
applied to the interface device. Results from controller tilt
demonstrated that participants did move along with the
dynamics of the game. The measure was, however not
sensitive to either of the two manipulations of sensory
immersion. In the paper the implications for the use of
behavioural indicators of player experience in general and
the feeling of presence are discussed.
Original language | English |
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Title of host publication | Breaking new ground : innovation in games, play, practice and theory |
Editors | B. Atkins, H. Kennedy |
Place of Publication | London |
Publisher | DiGRA |
Publication status | Published - 2009 |
Event | DiGRA 2009 : Breaking New Ground: Innovation in Games, Play, Practice and Theory - West London, United Kingdom Duration: 1 Sept 2009 → 4 Sept 2009 |
Conference
Conference | DiGRA 2009 |
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Country/Territory | United Kingdom |
City | West London |
Period | 1/09/09 → 4/09/09 |
Other | DiGRA 2009 : Digital Games Research Association Conference London |