Technology-mediated experience of space while playing digital sports games

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Technology-mediated experience of space while playing digital sports games Anna Lisa Martin & Josef Wiemeyer Graduate School Topology of technology, Institute of Sport Science, TU Darmstadt 12 September, 2011 GameDays 2011, Darmstadt 1

Outline 1 Introduction 2 Theoretical background and empirical evidence 3 Method & design 4 Preliminary results and discussion 5 Outlook 12 September, 2011 GameDays 2011, Darmstadt 2

12 September, 2011 GameDays 2011, Darmstadt 3 1 Introduction

Consoles & Sensor-Interfaces Wii(-fit), Nintendo PlayStation3, Move (Sony) Xbox360, Kinect (Microsoft) 12 September, 2011 GameDays 2011, Darmstadt 4

12 September, 2011 GameDays 2011, Darmstadt 5 2 Theoretical background and empirical evidence

Generic Framework Generic framework of interactions between player, technology and gameplay in digital games. Bidirectional arrows denote interactions.

12 September, 2011 GameDays 2011, Darmstadt 7 3 Method & design

Research Questions Impact of different interface technologies, increasing game expertise and manipulations on Spatial presence experience / Game Flow Focus of attention Movement processes and perceptual processes Control of the avatar Transfer 12 September, 2011 GameDays 2011, Darmstadt 8

Sample n=14 (m=6, f=8) Age: 20 to 76 years (M=33,3 years) with and without game experience (all without kinect experience!) different sport experience (with and without dance experience) 12 September, 2011 GameDays 2011, Darmstadt 9

Procedure 1. Self-Settling 2. Dance Center 3. Performance 4. Qualitative Interview Videobeispiel 12 September, 2011 GameDays 2011, Darmstadt 10

Guideline Examples What is your most concise experience? Did you feel that you are actually in the environment? Were there moments when the two spaces overlapped? Did you have the feeling of moving with the avatar or to control and move the avatar? Were there moments when you felt uncertain? How present was the game technology while playing? Was there a change? Did technology disturb you? Did you have to focus on technology directly? How was your feeling of performance? 12 September, 2011 GameDays 2011, Darmstadt 11

4 Preliminary results & discussion 12 September, 2011 GameDays 2011, Darmstadt 12

Qualitative: Preliminary results Participants with dance experience reported spatial presence Disturbed by freestyle part Long-lasting focus on the game interface and its control in the beginning Fast switch when instruction/performance started Most participants reported an overlapping from the real and the virtual space Except during the freestyle part No feeling of being completely in the scenario Predominately focus on the avatar Sometimes: feeling of controlling the avatar with their own movement Little latency Confusing transformation of the movements in the opposite direction Most participants reported fun experience 12 September, 2011 GameDays 2011, Darmstadt 13

Quantitative: Preliminary results Reliability of game performance: r (Pearson) =.26, 2p =.37 No correlation between the game experience and presence experience. All participants without game experience reported presence experience. Game scores - no significant change from the first to the second run However, subjective impression indicated an improvement of movement quality, reactivity and cognitive performance. Spearman correlation of performance score and spatial presence experience 1st session: rho =.713, 2p =. 004 2nd session: rho =.713, 2p =. 004 12 September, 2011 GameDays 2011, Darmstadt 14

Outlook - Further test runs with different games and interfaces (compare technology-mediated experience) - Completion of the questionnaire - Experimental phase (additional quantitative data collection) 12 September, 2011 GameDays 2011, Darmstadt 15

Thank you for your Attention! 12 September, 2011 GameDays 2011, Darmstadt 16

References Cowley, B., Charles, D., Black, M., & Hickey, R. (2006). User-system-experience model for user centered design in computer games. In Proceedings of the 4 th International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems (Dublin, Ireland, June), V. Wade et al. eds., LNCS 4018, Springer, 419-424. Goldstein, E. B. (1997). Wahrnehmungspsychologie eine Einführung. Heidelberg, Berlin, Oxford: Spektrum Kohl, K. (1956). Zum Problem der Sensumotorik. Psychologische Analysen zielgerichteter Handlungen aus dem Gebiet des Sports. Frankfurt/ Main: Kramer. Mueller, F., Edge, D., Vetere, F., Gibbs, M. R., Agamanolis, St., Bongers, B., & Sheridan, J. G. (2011). Designing sports: A framework for exertion games. In CHI `11: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Vancouver, Canada. Nacke, L. E. (2009). Affective ludology: Scientific measurement of user experience in interactive entertainment. Blekinge Institute of Technology, Doctoral Dissertation Series No. 2009:04. Wirth, W., Schramm, H., Böcking, S., Gysbers, A., Hartmann, T., Klimmt, Ch., & Vorderer, P. (2008). Entwicklung und Validierung eines Fragebogens zur Entstehung von räumlichem Präsenzerleben. In J. Mathes (Hrsg.), Die Brücke zwischen Theorie und Empirie: Operationalisierung, Messung und Validierung in der Kommunikationswissenschaft (pp.70-95). Köln: Von Halem. 12 September, 2011 GameDays 2011, Darmstadt 17