Abstract
Many empirical studies look into identifying factors that influence the quality of experience in video games. In this paper, we present research into the effect of playing time and players’ perception of the time on their immersion in the game. We invited 20 participants to play a puzzle game Bejeweled 2 for 7 min. They played the game in two conditions, namely, correct time (timer was programmed to be exactly 7 min) and wrong time (the countdown was set to be for 6 min, but was presented as a 7 min timer to the player). Players’ immersion scores were measured after the game using the IEQ. The results show no significant difference in immersion scores between the two conditions and participants’ comments also revealed that they perceived no difference in playing time between the conditions. This suggests that there is a dissociation between gaming time and subjective experience of gaming. Further research is required to investigate the relationship between playing time and positive gaming experiences.
Original language | English |
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Title of host publication | Advances in Visual Informatics - 5th International Visual Informatics Conference, IVIC 2017, Proceedings |
Publisher | Springer Verlag |
Pages | 544-551 |
Number of pages | 8 |
Volume | 10645 LNCS |
ISBN (Print) | 9783319700090 |
DOIs | |
Publication status | Published - 1 Jan 2017 |
Event | 5th International Visual Informatics Conference, IVIC 2017 - Bangi, Malaysia Duration: 28 Nov 2017 → 30 Nov 2017 |
Publication series
Name | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) |
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Volume | 10645 LNCS |
ISSN (Print) | 0302-9743 |
ISSN (Electronic) | 1611-3349 |
Other
Other | 5th International Visual Informatics Conference, IVIC 2017 |
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Country | Malaysia |
City | Bangi |
Period | 28/11/17 → 30/11/17 |
Fingerprint
Keywords
- Digital games
- Immersion
- Player experience
- Playing time
- User experience
ASJC Scopus subject areas
- Theoretical Computer Science
- Computer Science(all)
Cite this
The effect of time manipulation on immersion in digital games. / Abd Rahman, Mohd Hafiz; Aliimran, Nordin; Denisova, Alena.
Advances in Visual Informatics - 5th International Visual Informatics Conference, IVIC 2017, Proceedings. Vol. 10645 LNCS Springer Verlag, 2017. p. 544-551 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 10645 LNCS).Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
}
TY - GEN
T1 - The effect of time manipulation on immersion in digital games
AU - Abd Rahman, Mohd Hafiz
AU - Aliimran, Nordin
AU - Denisova, Alena
PY - 2017/1/1
Y1 - 2017/1/1
N2 - Many empirical studies look into identifying factors that influence the quality of experience in video games. In this paper, we present research into the effect of playing time and players’ perception of the time on their immersion in the game. We invited 20 participants to play a puzzle game Bejeweled 2 for 7 min. They played the game in two conditions, namely, correct time (timer was programmed to be exactly 7 min) and wrong time (the countdown was set to be for 6 min, but was presented as a 7 min timer to the player). Players’ immersion scores were measured after the game using the IEQ. The results show no significant difference in immersion scores between the two conditions and participants’ comments also revealed that they perceived no difference in playing time between the conditions. This suggests that there is a dissociation between gaming time and subjective experience of gaming. Further research is required to investigate the relationship between playing time and positive gaming experiences.
AB - Many empirical studies look into identifying factors that influence the quality of experience in video games. In this paper, we present research into the effect of playing time and players’ perception of the time on their immersion in the game. We invited 20 participants to play a puzzle game Bejeweled 2 for 7 min. They played the game in two conditions, namely, correct time (timer was programmed to be exactly 7 min) and wrong time (the countdown was set to be for 6 min, but was presented as a 7 min timer to the player). Players’ immersion scores were measured after the game using the IEQ. The results show no significant difference in immersion scores between the two conditions and participants’ comments also revealed that they perceived no difference in playing time between the conditions. This suggests that there is a dissociation between gaming time and subjective experience of gaming. Further research is required to investigate the relationship between playing time and positive gaming experiences.
KW - Digital games
KW - Immersion
KW - Player experience
KW - Playing time
KW - User experience
UR - http://www.scopus.com/inward/record.url?scp=85035127909&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85035127909&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-70010-6_50
DO - 10.1007/978-3-319-70010-6_50
M3 - Conference contribution
AN - SCOPUS:85035127909
SN - 9783319700090
VL - 10645 LNCS
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 544
EP - 551
BT - Advances in Visual Informatics - 5th International Visual Informatics Conference, IVIC 2017, Proceedings
PB - Springer Verlag
ER -