Generating game immersion features for immersive game selection


Najirah Umar(1*); Yuyun Yuyun(2); Hamdan Gani(3);

(1) STMIK Handayani Makassar
(2) STMIK Handayani Makassar
(3) STMIK Handayani Makassar
(*) Corresponding Author

  

Abstract


The immersion is an essential component of the modern digital game. Currently, immersion is the required component which should be included in the digital game. The modern game which success within game industry surely has included immersion as a component. Although digital games have been introduced for many years, yet what is immersion game been known very little. Regarding the intensive study about user immersion, there is still a lack of knowledge about game immersion. First, the game designers, game developers, and gamers are facing problems how to understand whether their game is immersive or not. There is no knowledge regarding how to evaluate their game, whether immersive or not, and this process requires expert knowledge. Second, currently, the game designers are relied on speculative interpretation to evaluate their game because there is no method to examine whether the game is immersive or not. Therefore, this study aims to propose a method  that enable to evaluate if the game is immersive or not. This method is emerged as knowledge and recommendation that quickly be able to assist the game designers, game developers, and gamers evaluating whether a game is immersive or not. First, this research conducts a literature review to categorize the game immersion features. Second, this study proposes an effective method that can analyse and recommends whether a game is immersive or not. Finally, this study reveals that the finding could be used as a recommendation for the other immersive technology platforms.


Keywords


Game Immersion Features; The Digital Game; Game Immersion Selection

  
  

Full Text:

PDF
  

Article Metrics

Abstract view: 326 times
PDF view: 140 times
     

Digital Object Identifier

doi  https://doi.org/10.33096/ilkom.v14i3.1224.264-274
  

Cite

References


Caroux L, Isbister K, Le Bigot L, Vibert N. Player-video game interaction: A systematic review of current concepts. Comput Human Behav 2015;48:366–81. doi:10.1016/j.chb.2015.01.066.

Boyle EA, Connolly TM, Hainey T, Boyle JM. Engagement in digital entertainment games: A systematic review. Comput Human Behav 2012;28:771–80. doi:10.1016/j.chb.2011.11.020.

Mora A, Riera D, Arnedo-moreno J. A literature review of gami fi cation design frameworks. Proc 7th Int Conf Games Virtual Worlds Serious Appl 2015. doi:10.1109/VS-GAMES.2015.7295760.

Gasselseder H-P. Dynamic music and immersion in the action-adventure an empirical investigation. Proc 9th Audio Most A Conf Interact With Sound - AM '14 2014:1–8. doi:10.1145/2636879.2636908.

Brown E, Cairns P. A grounded investigation of game immersion. Ext Abstr 2004 Conf Hum Factors Comput Syst - CHI '04 2004:1297. doi:10.1145/985921.986048.

Jennett C, Cox AL, Cairns P, Dhoparee S, Epps A, Tijs T, et al. Measuring and defining the experience of immersion in games. Int J Hum Comput Stud 2008;66:641–61. doi:10.1016/j.ijhcs.2008.04.004.

Suh A, Prophet J. The State of Immersive Technology Research: A Literature Analysis. Comput Human Behav 2018;86:77–90. doi:10.1016/j.chb.2018.04.019.

Slater M. Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire. Presence Teleoperators Virtual Environ 1999;8:560–5. doi:10.1162/105474699566477.

Witmer BG, Singer MJ. Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence Teleoperators Virtual Environ 1998;7:225–40. doi:10.1162/105474698565686.

Rose T, Nam CS, Chen KB. Immersion of virtual reality for rehabilitation - Review. Appl Ergon 2018;69:153–61. doi:10.1016/j.apergo.2018.01.009.

Potkonjak V, Gardner M, Callaghan V, Mattila P, Guetl C, Petrović VM, et al. Virtual laboratories for education in science, technology, and engineering: A review. Comput Educ 2016;95:309–27. doi:10.1016/j.compedu.2016.02.002.

Li X, Yi W, Chi HL, Wang X, Chan APC. A critical review of virtual and augmented reality (VR/AR) applications in construction safety. Autom Constr 2018;86:150–62. doi:10.1016/j.autcon.2017.11.003.

Schott C. Virtual fieldtrips and climate change education for tourism students. J Hosp Leis Sport Tour Educ 2017;21:13–22. doi:10.1016/j.jhlste.2017.05.002.

Hou J, Nam Y, Peng W, Lee KM. Effects of screen size, viewing angle, and players' immersion tendencies on game experience. Comput Human Behav 2012;28:617–23. doi:10.1016/j.chb.2011.11.007.

Bastos AS, Gomes RF, dos Santos CC, Maia JGR. Assessing the Experience of Immersion in Electronic Games. 2017 19th Symp Virtual Augment Real 2017:146–54. doi:10.1109/SVR.2017.27.

Park J, Kim S, Oh A. Analysis of the effect of Competition on player immersion and engagement in a mobile game. Conf Hum Factors Comput Syst - Proc 2017;Part F1276:2833–8. doi:10.1145/3027063.3053200.

M P, N B-B, B VD, A N. Immersion in Movement-Based Interaction. Int Conf Intell Technol Interact Entertain 2009:169–80. doi:10.1007/978-3-642-02315-6_30.

Ahmed I, Harjunen V, Jacucci G, Ravaja N. Total Immersion: Designing for Affective Symbiosis in a Virtual Reality Game with Haptics, Biosensors, and Emotive Agents 2017;9961:23–37. doi:10.1007/978-3-319-57753-1.

Cutting J. Measuring Game Experience using Visual Distractors 2017:695–8.

Cuny C, Fornerino M, Helme-Guizon A. Can music improve e-behavioral intentions by enhancing consumers' immersion and experience? Inf Manag 2015;52:1025–34. doi:10.1016/j.im.2015.07.009.

Fairclough SH, Burns CG. Decomposing Immersion: Effects of Game Demand and Display Type on Auditory Evoked Potentials. CHI'13 Ext Abstr Hum Factors Comput Syst 2013:1095–100. doi:978-1-4503-1952-2/13/04.

Alfadhli S, Alsumait A. Game-Based Learning Guidelines: Designing for Learning and Fun. 2015 Int Conf Comput Sci Comput Intell 2015:595–600. doi:10.1109/CSCI.2015.37.

Qin H, Rau PLP, Salvendy G. Effects of different scenarios of game difficulty on player immersion. Interact Comput 2010;22:230–9. doi:10.1016/j.intcom.2009.12.004.

Liszio S, Emmerich K, Masuch M. The influence of social entities in virtual reality games on player experience and immersion. Proc Int Conf Found Digit Games - FDG '17 2017:1–10. doi:10.1145/3102071.3102086.

Saaty TL. Analytic hierarchy process. Encycl. Oper. Res. Manag. Sci., Springer; 2013, p. 52–64.

Saaty TL. How to make a decision: The analytic hierarchy process. Eur J Oper Res 1990;48:9–26. doi:https://doi.org/10.1016/0377-2217(90)90057-I.


Refbacks

  • There are currently no refbacks.


Copyright (c) 2022 Najirah Umar, Yuyun Yuyun, Hamdan Gani

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.