POSTER & DEMO SESSION
Environmental Immersion. Testing the Potential of Public Service Experiences in Virtual Reality.
C. Ball (USA)
This study explores the viability of virtual reality based “Public Service Experiences” (PSEs) to increase pro-environmental attitudes and conservational intentions. The proposed theoretical framework draws upon the literature surrounding Immersion, Spatial Presence, and Narrative Persuasion. An experiment was conducted using a single factor between-subjects design and theBlu was the chosen stimulus. Data were collected from 66 college students from the US. Results indicate that the level of immersion had an impact on students’ environmental attitudes via the mediating roles of spatial presence and narrative engagement. The findings from this study have both practical and theoretical implications for future VR scholarship.
Game Capital, Creative Play and Precarious Labor- Gold Farming Studios as Site of Play and Contestation. Z. Tai & F. Hu (USA/China)
Gold farming is believed to be a widespread phenomenon among MMORPG games, but little systematic research has been conducted thus far in exploring the milieu of contextual and individual factors behind this practice. We present our analysis of field research data based on three years of ethnographic in-depth interviews in reporting narratives of gold farming studio managers and owners. The focus is what motivates them to pursue a career path in this field, as well as how they construct their identity and construe their role in regard to the overall online game cycle.
Gender Self-Stereotype in Gaming. The Effect of Avatar Appearance and Role.
X. Wang & T. Kobayashi (China)
This study investigated the effect of avatar appearance and stereotype-related social role on women’s self-stereotype. Survey results suggested that using avatars with feminine roles had a higher level of self-stereotype than those who used masculine role avatars. The main effect of avatars’ appearance was not significant. Those who used avatars with a feminine appearance had a higher level of self-stereotype than those who used avatars with a masculine appearance, but this occurred only when the avatar’s role was masculine. The study provided evidence that an avatar’s stereotype-related social role, rather than its mere appearance, can affect female players’ gender self-stereotype.
Moving with Presence. A pilot study of a virtual-reality exergame training on executive functions among people over 50.
K.T.T. Huang (USA)
There is a growing literature on the impacts of exergaming on cognitive functions across the lifespan. The current study investigated the effects of VR exergaming and the types of task load on older adults’ executive functions. A four-week, 2 (VR vs. non-VR) X 2 (task-relevant load vs. task-irrelevant load) between subjects factorial design, was conducted to test the hypotheses of the current research. Participants (n=20) were asked to play Fruit Ninja in eight training sessions (20 minutes) within four weeks. The results indicate both VR and types of task load are significant predictors of cognitive improvement.
Promoting Engagement with Game Apps Targeting Depression.
S. Khan & J. Peña (USA)
This study explores the effect of message causality and medium features in promoting usage of a depression-themed video games application. Participants read messages assigning depression causality to internal-stable, internal-unstable, or external causes, embedded in a video game app designed for depression treatment, on a large or small screen. Self-report data showed that assigning causality to internal-stable causes increased perceived game usability and intention to use the app, but only for large screen conditions. Behavioral data showed that large screen increased time spent with the app. Screen size suppressed message effects in influencing engagement with the self-help games app.
Research on Avatar and Avatar Identification in Offline AR Game Environment.
Z. Zhang (China)
In this presentation, I will focus on Avatar and Avatar Identification in Offline AR Game Environment. I use in-depth interview and grounded theory to clarify the relationship between online and offline environments in AR games: The offline game environment has become an extension of the online game environment in the real world and in the offline game environment, the player's avatar is still followed by power relations and language features online. The mode of information flow has an effect on the nature of human interaction and material scenes no longer play a decisive role in AR game.
The Persuasive Roles of Digital Games. A Theoretical Model
T. de la Hera Conde-Pumpido (Netherlands)
In this poster I present an eight-dimensional theoretical model designed to explain the different ways digital games can be used for persuasion, this is, to influence the attitude or behavior of players. The model serves to explain how digital games can play different persuasive roles, taking into consideration the persuasive goal of the game and the level of involvement of the player. The selection of the variables that have been considered for this theoretical model has been made attending to a Player-Context-Game perspective.
Virtually Everywhere. Game Industry Logic in the Early Adoption of Immersive Technology
M. Foxman (USA)
Scholars have studied the dissemination of games into most aspects of popular culture, but not how their ubiquity impacts the diffusion and adoption of new innovations, or propagated the ideology of the game industry. Virtual Reality’s recent commercial release offers a laboratory for such an examination. Through semi-structured interviews with enthusiasts and developers of immersive content, the paper exposes the tensions between the limitless potential of VR and the dominance of gaming in the present. It argues that for early adopters a type of “play” occurs, which explains why they expend significant effort in advancing the technology despite today’s constraints.