Lee, Ji Young
(Graduate School of Culture Technology, Korea Advanced Institute of Science and Technology)
,
Woo, Tack
(Department of Digital Contents, Kyung Hee University)
The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according ...
The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.
The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.
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문제 정의
However, in the above-mentioned findings, immersion researches estimated from mainly conventional games and presence was measured in the VE(Virtual Environment), not a game content. So in this study, we would suggest that how players feel immersion and presence during playing games and full body movement influence on these experiences.
However, in the body movement based games, players’ world and game world is unified because players’ movements are the same as characters’. Therefore, this paper suggests more specific definition of game experiences in related with immersion and presence.
It has been understood that other materials are not fit to go after motion identification. This paper emphasizes player-game character motion identification for the first-person RPG genre as a strategy to strengthen the gaming experience. Through this, it was checked if the player’s gaming experience can be extended to real-life experience.
제안 방법
After the gameplay, a survey was conducted to analyze the players’ gaming experience, satisfaction, and preferences.
The relationships between the rest of the factors were tested by a standard multiple regression approach with a two-block design. For investigating whether perceived motion naturalness positively predicts presence, the first block contained sex, age, skill level, prior motion-based game use, and game-play frequency as covariates. The second block added perceived motion naturalness to block 1.
Participants were not likely to have played it before because it is less popular than other games. Game tasks were redesigned to be navigation and battle centric. For navigation centric tasks, players were forced to find five hidden barrels(Table 2).
We used the least squares method to estimate the sizes of the model parameters and tested the overall model fit. Parameter size was estimated through regressing each endogenous variable onto its causal antecedent, and model fit was tested by comparing estimated parameter sizes to the reproduced correlations. Results for the model are shown in Fig.
Battle centric tasks consisted of beating seven enemies with a sword, using the same maps as for the navigation task. The 40 participants all played the game with both natural and arbitrary motion mapping and were afterward surveyed with a questionnaire. We also measured the time taken by each task mode.
The gaming performance was investigated based on the time that was spent to complete the “navigation-centric task” and the “battle-centric task.
Though these variables were not directly interactional, as we have suggested with the above model, indirect interaction could occur. Therefore, revising the model, we performed a path analysis.
Finally, we examined whether gaming performance would positively predict enjoyment. This hypothesis was tested by regressing the variables from the two prior tests on game enjoyment, in two blocks. All the variables were contained in block 1, except for gaming performance.
데이터처리
3). Statistics verification methods such as t-test and standard multiple regression were performed using SPSS 17.0.
이론/모형
The relationships between the rest of the factors were tested by a standard multiple regression approach with a two-block design. For investigating whether perceived motion naturalness positively predicts presence, the first block contained sex, age, skill level, prior motion-based game use, and game-play frequency as covariates.
성능/효과
01). The natural motion mapping condition was perceived as significantly more natural (M = 4.87, SD = 0.95) than the arbitrary motion mapping condition (M = 3.89, SD = 0.98).
후속연구
Future research is planned to establish ideal natural motion mapping, to define the naturalness more specifically, and to develop ways of obtaining a sense of naturalness through players’ motion design.
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