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Who but not where: The effect of social play on immersion in digital games
Affiliation:1. Department of Computer Science, University of York, Deramore Lane, York YO10 5GH, UK;2. UCL Interaction Centre, MPEB 8th Floor, University College London, London WC1E 6BT, UK;1. University College Dublin, Clique Strategic Research Cluster, Ireland;2. Swansea University, Department of Computer Science, United Kingdom;3. University of Glasgow, School of Computer Science, United Kingdom;1. Virginia Tech, 2202 Kraft Drive, Blacksburg, VA 24060, USA;2. Tulane University, 6823 St. Charles Ave, New Orleans, LA 70118, USA;1. Virginia Commonwealth University, 800 W. Franklin St., Richmond, VA 23284-2018, USA;1. Communication Department, Santa Clara University, 500 El Camino Real, Santa Clara, CA 95053, USA;2. Department of Education, Santa Clara University, 500 El Camino Real, Santa Clara, CA 95053, USA;3. Santa Clara University, 500 El Camino Real, Santa Clara, CA 95053, USA
Abstract:The majority of digital games available today offer a variety of multi-player settings including co-located and mediated play between opponents. Immersion, the sense of being “in the game,” is one of the key components of the gaming experience but existing literature suggests that social play provides more fun but less immersion. There is however little empirical support for this. This paper therefore addresses the question: how does playing digital games in a social situation alter the sense of immersion felt by the individuals playing? This paper presents three experiments that test the relationship between social setting and immersion. The three experiments aim to manipulate the social setting in which players play, be it against a computer, against a person online or against a co-located person. Overall the three experiments show that players are more immersed when playing against another person rather than playing against a computer but there is no significant difference in immersion whether the other person is online or in the same room. This refutes previous claims about social play reducing immersion and indeed that social play enhances the sense of being in the game where interaction is through the game.
Keywords:Digital games  Immersion  Social play  Social presence  Gaming experience
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