|
|
|
|
Effects of Narrative on Feelings of Presence in Computer-Game Playing |
|
| Abstract | Word Stems | Keywords | Association | Citation | Get this Document | Similar Titles |
|
STOP! You can now view the document associated with this citation by clicking on the "View Document as HTML" link below. |
|
Click here to view the document
|
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 |
|
 | Convention | | Submission, Review, and Scheduling! All Academic Convention can help with all of your abstract management needs and many more. Contact us today for a quote! |  | Submission - Custom fields, multiple submission types, tracks, audio visual, multiple upload formats, automatic conversion to pdf. |  | Review - Peer Review, Bulk reviewer assignment, bulk emails, ranking, z-score statistics, and multiple worksheets! |  | Reports - Many standard and custom reports generated while you wait. Print programs with participant indexes, event grids, and more! |  | Scheduling - Flexible and convenient grid scheduling within rooms and buildings. Conflict checking and advanced filtering. |  | Communication - Bulk email tools to help your administrators send reminders and responses. Use form letters, a message center, and much more! |  | Management - Search tools, duplicate people management, editing tools, submission transfers, many tools to manage a variety of conference management headaches! | | Click here for more information. |
|
|
Association:
Name: International Communication Association URL: http://www.icahdq.org
|
Citation:
|
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. |
Get this Document:
Find this citation or document at one or all of these locations below. The links below may have the citation or the entire document for free or you may purchase access to the document. Clicking on these links will change the site you're on and empty your shopping cart.
| 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. |
Similar Titles:
Social Cues in Social Games: Measures of Player Experience as Game Elements
Do Aggressive People Play Computer Game in A More Aggressive Way? Individual Difference and the Distinctive Experience of Violent Game Playing
Is Computer Game an Effective Channel for Health Promotion? Design and Evaluation of the RightWay Café Game to Promote a Healthy Diet for Young Adults
Is Playing Games All Bad?Positive Effects of Computer and Video Games in Learning
|
|