Presence in video games: A systematic review and meta-analysis of the effects of game design choices

被引:18
作者
Caroux, Loic [1 ,2 ,3 ]
机构
[1] Univ Toulouse, CLLE Lab, 5 Allees Antonio Machado, F-31058 Toulouse 9, France
[2] CNRS, 5 Allees Antonio Machado, F-31058 Toulouse 9, France
[3] Univ Toulouse Jean Jaures, Lab CLLE Maison Rech, 5 Allees Antonio Machado, F-31058 Toulouse 9, France
关键词
Game user research; Player experience; Visual display; Multiplayer; Questionnaire; Scale; SPATIAL PRESENCE; VIRTUAL-REALITY; PHYSIOLOGICAL-RESPONSES; ENJOYMENT; IMPACT; ENVIRONMENTS; CONTROLLERS; EXPERIENCE; HOSTILITY; IMMERSION;
D O I
10.1016/j.apergo.2022.103936
中图分类号
T [工业技术];
学科分类号
08 ;
摘要
Sense of presence is a widely assessed dimension of video game player experience. A systematic literature review and a meta-analysis were conducted to provide a more comprehensive view of the elements of game design that have an effect on the sense of presence, as well as its different dimensions studied and assessment techniques. The review revealed that many major categories of game design aspects were well represented. The meta-analysis revealed that several game design factors have significant effects on different dimensions of presence. The largest revealed effects were that playing games with a head-mounted display and motion controller rather than a monitor display and non-motion controller has a large effect on global presence. Also, playing with human coplayers rather than computer-controlled co-players and playing cooperatively rather than competitively have a very large and large effect on social presence, respectively. Implications for future research are discussed, such as investigating the effects of design factors on presence in a more targeted manner, systematically assessing presence with its most relevant sub-dimensions, and using more similar rating scales. Design recommendations, with their expected impact on players' sense of presence, are proposed.
引用
收藏
页数:11
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