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Effects of Narrative on Feelings of Presence in Computer-Game Playing

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Abstract:

Two experiments examine the effects of narrative on game players’ feelings of presence and evaluation of the game. In Experiment 1, participants (N = 30) played a computer game either directly without any intervention or after watching a 5-minute narrative movie about the main game character. The results showed that watching the narrative movie positively influence game players’ feelings of presence, and their evaluation and enjoyment of the game. The effects of narrative on game evaluation and enjoyment were mediated by the players’ feelings of presence (physical, spatial, social, and self presence). In Experiment 2, participants (N = 24) played a computer game after reading either the script of the narrative movie of the game, or a script of non-narrative contents such as the technological requirement of the game. The results of Experiment 2 almost perfectly replicated those of Experiment 1 and indicated the existence of strong narrative effects in computer-game playing. Implications of the current study to the study of presence and the design of computer games are discussed.

Most Common Document Word Stems:

narrat (255), game (255), presenc (190), comput (127), play (98), 1 (81), feel (78), particip (74), condit (61), m (59), experi (57), effect (54), social (54), non (50), 2 (48), enjoy (46), player (45), variabl (43), text (43), p (41), self (41),

Author's Keywords:

Computer Games, Video Games, Presence, Telepresence, Narrative, Game Evaluation, Computer-Game Design
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Name: International Communication Association
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MLA Citation:

Lee, Kwan Min., Jin, Seung-A., Park, Namkee. and Kang, Sukhee. "Effects of Narrative on Feelings of Presence in Computer-Game Playing" Paper presented at the annual meeting of the International Communication Association, Sheraton New York, New York City, NY, <Not Available>. 2009-05-25 <http://www.allacademic.com/meta/p13584_index.html>

APA Citation:

Lee, K. , Jin, S. , Park, N. and Kang, S. "Effects of Narrative on Feelings of Presence in Computer-Game Playing" Paper presented at the annual meeting of the International Communication Association, Sheraton New York, New York City, NY Online <APPLICATION/PDF>. 2009-05-25 from http://www.allacademic.com/meta/p13584_index.html

Publication Type: Conference Paper/Unpublished Manuscript
Abstract: Two experiments examine the effects of narrative on game players’ feelings of presence and evaluation of the game. In Experiment 1, participants (N = 30) played a computer game either directly without any intervention or after watching a 5-minute narrative movie about the main game character. The results showed that watching the narrative movie positively influence game players’ feelings of presence, and their evaluation and enjoyment of the game. The effects of narrative on game evaluation and enjoyment were mediated by the players’ feelings of presence (physical, spatial, social, and self presence). In Experiment 2, participants (N = 24) played a computer game after reading either the script of the narrative movie of the game, or a script of non-narrative contents such as the technological requirement of the game. The results of Experiment 2 almost perfectly replicated those of Experiment 1 and indicated the existence of strong narrative effects in computer-game playing. Implications of the current study to the study of presence and the design of computer games are discussed.

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Document Type: application/pdf
Page count: 42
Word count: 10715
Text sample:
Narrative and Presence - 1 Running Head: NARRATIVE AND PRESENCE Effects of Narrative on Feelings of Presence in Computer-Game Playing Narrative and Presence - 2 Effects of Narrative on Feelings of Presence in Computer-Game Playing Abstract Two experiments examine the effects of narrative on game players’ feelings of presence and evaluation of the game. In Experiment 1 participants (N = 30) played a computer game either directly without any intervention or after watching a 5-minute narrative movie about the
Buying -.15 Intention Physical -.21 Presence -.29* Self Presence + p< .10 (marginally significant) *p<.05 **p<.01 Note. The independent variable is dummy coded (0: Non-Narrative Text vs. 1: Narrative Text). Standardized coefficients are inside arrows. Numbers inside parentheses are standardized coefficients when dependent variables are regressed on the independent variable alone without including presence variables (social spatial physical and self presence) in the equations.


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