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 |
Editors | Timothy K. Shih, Sergio Velastin, Peter Robinson, Alan F. Smeaton, Tada Terutoshi, Halimah Badioze Zaman, Azizah Jaafar, Nazlena Mohamad Ali |
Publisher | Springer |
Pages | 544-551 |
Number of pages | 8 |
ISBN (Print) | 9783319700090 |
DOIs | |
Publication status | Published - 29 Oct 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 |
Conference
Conference | 5th International Visual Informatics Conference, IVIC 2017 |
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Country/Territory | Malaysia |
City | Bangi |
Period | 28/11/17 → 30/11/17 |
Bibliographical note
Publisher Copyright:© Springer International Publishing AG 2017.
Keywords
- Digital games
- Immersion
- Player experience
- Playing time
- User experience