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THREE DIMENSIONS OF VIDEO GAMES: THE INFLUENCE AGENCY, DEMAND, AND PERSPECTIVE ON PERFORMANCE AT, PRESENCE IN, AND ENJOYMENT OF VIDEO GAMES A PROSPECTUS Nicholas David Bowman, Ph.D. Gregory Cranmer, M.A.

Three Dimensions of Video Games

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While not a new technology, advances in stereoscopic video displays have attempted to make more translucent the divide between video games and their players. Modern video game systems now support native 3D display technology, as do many modern televisions. Indeed, the promise of 3D appears to be in line with the implicit promise of the video game: to allow the user a virtual space to escape, control, and challenge skills in an immersive fantasy environment. Assuming a complementarity between the goals of 3D displays and video games, we might assume 3D games by proxy to be more enjoyable and desired. Yet, one might also argue that the inclusion of a third dimension of attention may be a particularly taxing situation, especially for a video gamer already attending to the processing of complex narrative and control structures in many video games. Research has shown a curvilinear relationship between the cognitive load of a video game’s interface and both performance at and enjoyment of the game, and it remains open to empirical question whether the added cognitive load required to process a 3D environment would be beneficial or detrimental to performance and enjoyment when compared to a similarly-situated 2D environment. Moreover, as 3D games are designed with aesthetics as well as gameplay mechanics in mind, we wonder if audiences might enjoy the presentation as much as, if not more than, the players themselves – audiences not having to make the same cognitive resource commitment to gameplay as users. The current paper delineates arguments suggesting both positive and negative influences of 3D and proposes a series of experimental designs aimed at further understanding the relationship between agency, demand, and perspective on performance at, presence in and enjoyment of video games.

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Page 1: Three Dimensions of Video Games

THREE DIMENSIONS OF VIDEO GAMES:

THE INFLUENCE AGENCY, DEMAND,

AND PERSPECTIVE ON PERFORMANCE

AT, PRESENCE IN, AND ENJOYMENT OF

VIDEO GAMES – A PROSPECTUS

Nicholas David Bowman, Ph.D.

Gregory Cranmer, M.A.

Page 2: Three Dimensions of Video Games

WHAT?

• Lots of research on

gaming, but let’s put (some

of) it together to explain

the phenomenology

• For us, the phenomenon

is fun

Page 3: Three Dimensions of Video Games

TECHNOLOGY PROGRESS

• The history of gaming has

been tied to advances in

tech

– Bit Wars

– Processor Wars

– Engagement Wars?

Page 4: Three Dimensions of Video Games

TECHNOLOGY PROGRESS

• Does progress always mean better?

– Jöckel & Bowman (2012) say no• Usability > Graphics Enjoyment

– Bowman & Tamborini (2012) say ‘meh’• Game selection was curvilinear with task demand,

effects on enjoyment less clear

– Industry evidence suggesting 3D gaming is dying• One claim is that is too demanding, disorienting

Page 5: Three Dimensions of Video Games

RESEARCH MODEL

Task DemandUser Agency

0 = Yes, 1 = No

User Perspective

0 = 2D; 1 = 3D

Performance

Presence

Enjoyment

- +

++

+-

--

+R2 ~ 1.00

-

Page 6: Three Dimensions of Video Games

CAUSES

Page 7: Three Dimensions of Video Games

TASK DEMAND

• We can look at the workload of a given interface

– Bowman and Tamborini (2012) found TLX to predict selective exposure following mood manipulations

– Link to enjoyment less clear

Page 8: Three Dimensions of Video Games

USER PERSPECTIVE

• Assumption is that “forced

perspective” drives presence,

driving up enjoyment

• Lots of (anecdotal?) evidence

suggesting forced perspective

to be detrimental to fun

(demanding?)

Page 9: Three Dimensions of Video Games

USER AGENCY

• Game are more fun when played not watched…

– Pleasure of control

– Pleasure of presence

• But, watching can be fun also; especially rich visuals

Page 10: Three Dimensions of Video Games

EFFECTS

Page 11: Three Dimensions of Video Games

PERFORMANCE

• Bowman et al. (in press)

find (shockingly) that +

performance = +

enjoyment

• How might TLX interfere

with performance? Badly.

Page 12: Three Dimensions of Video Games

PRESENCE

• The sense of “being there” in the virtual environment is though to help boost enjoyment…

• …but we can also be disturbed by the environment?

Page 13: Three Dimensions of Video Games

ENJOYMENT

• Enjoyment (hedonic) can be met by:

– Control of the game

– Performance at the game

– Feeling present in the game

So, why aren’t 3D games doing well?

Page 14: Three Dimensions of Video Games

RESEARCH MODEL (AGAIN)

Task DemandUser Agency

0 = Yes, 1 = No

User Perspective

0 = 2D; 1 = 3D

Performance

Presence

Enjoyment

- +

++

+-

--

+R2 ~ 1.00

-

NOTE: Time spent playing

might solve all of this!

Page 15: Three Dimensions of Video Games

FOR MORE INFORMATION

PLEASE CONTACT:

Nicholas David Bowman, Ph.D.

[email protected]

onmediatheory.blogspot.com

@bowmanspartan