Academic literature on the topic 'Game immersion'

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Journal articles on the topic "Game immersion"

1

Silva Bastos, Arthur, Renata Faria Gomes, Clemilson Costa dos Santos, and José Gilvan Rodrigues Maia. "Synesthesia: A Study on Immersive Features of Electronic Games." Journal on Interactive Systems 9, no. 2 (2018): 1. http://dx.doi.org/10.5753/jis.2018.700.

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Immersion is a quality that turns user experiences more appealing, despite the definition of immersion itself still being a source of controversy. Modern electronic games became a well-established immersive media which already has a number of consumer-level virtual reality hardware and software available. Endowing a game with immersion requires not only theoretical background found in literature but more practical guidelines for assisting developers to glimpse possibilities and make design decisions. In this paper, we investigate specific features that bestow immersion to an electronic game. So, we first analyzed game titles the audience, the critics and developers themselves consider immersive in order to enumerate potentially immersive features found in these games. We then developed a potentially immersive game prototype based on these features. Results of a comparative evaluation of our prototype and the selected titles under different settings suggest that six features were able to provide an immersive experience.
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Li, Elena Carolina, and Ding-Bang Luh. "Effect of game motivation on flow experience and companionship." Interaction Studies 18, no. 1 (2017): 95–115. http://dx.doi.org/10.1075/is.18.1.05li.

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Motivation crucially influences the willingness to play online games. Game motivation can affect players’ flow experience and player’s companionship with their game roles or avatars. However, the relationship among game motivation, flow experience, and companionship is unclear; therefore, designing online games that improving the playing experience is difficult. This study chose online pet games as study samples, and this study used a game motivation scale, flow experience scale, and the Companionship Scale of Artificial Pets to identify the relationship among game motivation, flow experience, and companionship. According to 216 valid questionnaire responses, this study demonstrated that (a) game motivation for online pet game players was primarily immersion and achievement, (b) compared with achievement motivation, immersion motivation had a greater influence on flow experience and the development of player companionship with online pets, and (c) players with immersion and achievement motivation had a substantially enhanced flow experience and companionship with their online pets.
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Ortiz de Gortari, Angelica B., Karin Aronsson, and Mark Griffiths. "Game Transfer Phenomena in Video Game Playing." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (2011): 15–33. http://dx.doi.org/10.4018/ijcbpl.2011070102.

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Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations.
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Grimshaw, Mark, and Gareth Schott. "A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/720280.

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We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through real-time synthesis.
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Hafner, Manuela, and Jeroen Jansz. "The Players‘ Experience of Immersion in Persuasive Games." International Journal of Serious Games 5, no. 4 (2018): 63–79. http://dx.doi.org/10.17083/ijsg.v5i4.263.

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Game studies has seen an increasing interest in serious games with a persuasive goal. Yet, empirical research about the impact of these persuasive games is still limited. This paper aims to advance the field by reporting on an explorative, qualitative study, investigating player experiences in My Life as a Refugee and PeaceMaker, games that address pressing socio-political issues. Theoretically, our research was based on immersion theory and Calleja’s account of player involvement. We conducted in-depth interviews with twelve participants. Our results showed that players experienced the two games in a similar way. With respect to immersion, our results highlight its different aspects by showing that the games’ narratives had the largest impact on feeling immersed. Our participants also experienced ludic, affective, and spatial immersion, which partly deepened their narrative immersion. Finally, we found that perceived realism, narrative depth, and identification contributed to the immersive experience. The major contribution of this paper is showing that immersion heightened participants’ susceptibility to persuasion within the gaming environment, while adding that the roles of emotion and identification in immersion warrant further research.
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Kristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.

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The increasing number of video game titles raises competition between video game developers getting tighter and more competitive, this encourages the game developers to be more creative in designing their games so that players become loyal to play and not quickly switch to playing other games. While we know that game development is very difficult, time consuming and requires a lot of costs for the RPG genre. So that the loyalty of game players in playing games becomes a crucial problem.This study aims to explain how the customization of game avatars can increase the loyalty of video game players in playing role-playing games (RPGs).This study uses the within-subject experimental method with participants who are RPG video game players who have played for at least 1 year, 24 participants participated in the 8 experiment session throughout the study. The results of this study indicate that avatar customization is very important because it can improve the player's self-identification in the game, improve the playing experience, improve the perceived quality of the video game played, increase the flow and immersion of players, and increase gamer loyalty. Another result that was raised was that the use of avatars that were the same gender with players (male players using male avatars) did not have higher flow and immersion than when using different genders (male players use female avatars) so that this raises new issues of gander swapping in the role playing video game that can be continued for further research.
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7

Örtqvist, Daniel, and Mats Liljedahl. "Immersion and Gameplay Experience: A Contingency Framework." International Journal of Computer Games Technology 2010 (2010): 1–11. http://dx.doi.org/10.1155/2010/613931.

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The nature of the relationship between immersion and gameplay experience is investigated, focusing primarily on the literature related to flow. In particular, this paper proposes that immersion and gameplay experience are conceptually different, but empirically positively related through mechanisms related to flow. Furthermore, this study examines gamers' characteristics to determine the influence between immersion and gameplay experiences. The study involves 48 observations in one game setting. Regression analyses including tests for moderation and simple slope analysis are used to reveal gamers' age, experience, and understanding of the game, which moderate the relationship between immersion and gameplay experience. The results suggest that immersion is more positive for gameplay experience when the gamer lacks experience and understanding of the game as well as when the gamer is relatively older. Implications and recommendations for future research are discussed at length in the paper.
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8

Neiva, Eduardo, and Carlo Romano. "The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies." Public Journal of Semiotics 1, no. 2 (2007): 31–49. http://dx.doi.org/10.37693/pjos.2007.1.8819.

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The paper analyzes the effect of immersion in digital games using the theoretical apparatus of game theory. The paper illustrates interactive operations and the cause and effect relationship between player and designer, explaining the importance of strategic decision-making and pathing in player immersion. It considers the game function of creating a virtual world and proposes the idea that digital games are not just computer-mediated communication to the player. These games are games of “the moment”, like the game Chicken, and played with apparently great emotion, intelligence, and physical dexterity, although represented in software form. The relationship between the player and the computer is one of sign exchange, precisely the one that semiotics calls semiosis. The paper concludes that the personal achievement of individual players (end-users) accounts for the phenomenon of deep immersion in digital games. Not virtuality, but virtuosity is the strong force in digital game playing.
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Barclay, Paul A., and Clint Bowers. "Associations of Subjective Immersion, Immersion Subfactors, and Learning Outcomes in the Revised Game Engagement Model." International Journal of Game-Based Learning 8, no. 1 (2018): 41–51. http://dx.doi.org/10.4018/ijgbl.2018010103.

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Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the Revised Game Engagement Model (R-GEM) to determine whether learning outcomes were associated specifically with Immersion itself, or with the various prerequisites to achieving immersion. A sample of 125 undergraduate university students which played an educational video game and were assessed on Immersion, subjective System Usability, Creative Imagination, and learning performance. Immersion and System Usability were shown to be associated with higher learning outcomes, but, after controlling for other factors, it seems that System Usability is only helpful inasmuch as it promotes Immersion. This article concludes that further study is needed to determine whether the same association can be found with different populations and with different types of learning.
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10

Thompson, Meredith, Cigdem Uz-Bilgin, M. Shane Tutwiler, et al. "Immersion positively affects learning in virtual reality games compared to equally interactive 2d games." Information and Learning Sciences 122, no. 7/8 (2021): 442–63. http://dx.doi.org/10.1108/ils-12-2020-0252.

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Purpose This study isolates the effect of immersion on players’ learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivityand different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning tool. A number of research studies compare VR with two-dimensional or minimally interactive media; this study focuses on the effect of immersion as a result of the head mounted display (HMD). Design/methodology/approach In the game, players diagnose a cell by exploring a virtual cell and search for clues that indicate one of five possible types of cystic fibrosis. Fifty-one adults completed all aspects of the study. Players took pre and post assessments and drew pictures of cells and translation before and after the game. Players were randomly assigned to play the game with the HMD (stereoscopic view) or without the headset (non-stereoscopic view). Players were interviewed about their drawings and experiences at the end of the session. Findings Players in both groups improved in their knowledge of the cell environment and the process of translation. Players who experienced the immersive stereoscopic view had a more positive learning effect in the content assessment, and stronger improvement in their mental models of the process of translation between pre- and post-drawings compared to players who played the two-dimensional game. Originality/value This study suggests that immersion alone has a positive effect on conceptual understanding, especially in helping learners understand spatial environments and processes. These findings set the stage for a new wave of research on learning in immersive environments; research that moves beyond determining whether immersive media correlate with more learning, toward a focus on the types of learning outcomes that are best supported by immersive media.
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