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Measuring temporal variation in presence during game playing

Published: 14 December 2009 Publication History

Abstract

A human-factors experiment has examined the effects of different sorts of technical anomalies, or breaks in presence(BIP), on user experience. Four different types of anomaly were investigated in an order-balanced experiment over two game types (violent versus non-violent game). A population of 36 volunteer participants was divided into two groups according to which game type they played first. After each game, participants were asked to rate the impact of the anomalies on their feelings of presence in the game experience and also of their effect on the recovery time by a video-cued slider rating method. There is evidence that participants feel different levels of impact and recovery from different sorts of technical anomalies. Most of all, the impact of BIP significantly depends on game mode; however there was no significant difference of recovery between the two groups. The additional results also indicate that BIP events occurred during the VR experience apart from those induced as part of the experimental design.

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Cited By

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  • (2020)DrawingPresenceProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/33698273:4(1-21)Online publication date: 14-Sep-2020
  • (2018)Are Game Design and User Research Guidelines Specific to Virtual Reality Effective in Creating a More Optimal Player Experience? Yes, VR PLAYDesign, User Experience, and Usability: Theory and Practice10.1007/978-3-319-91797-9_4(40-59)Online publication date: 2-Jun-2018

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    cover image ACM Conferences
    VRCAI '09: Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
    December 2009
    374 pages
    ISBN:9781605589121
    DOI:10.1145/1670252
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 14 December 2009

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    Author Tags

    1. breaks in presence
    2. computer game
    3. presence

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    View all
    • (2020)DrawingPresenceProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/33698273:4(1-21)Online publication date: 14-Sep-2020
    • (2018)Are Game Design and User Research Guidelines Specific to Virtual Reality Effective in Creating a More Optimal Player Experience? Yes, VR PLAYDesign, User Experience, and Usability: Theory and Practice10.1007/978-3-319-91797-9_4(40-59)Online publication date: 2-Jun-2018

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