Abstract
In this paper we describe a motion-controlled game based on a paradigm of a player enacting the character, rather than a character mimicking the player’s action. Our hypothesis is that a controlling scheme based on the adaptation of a player to the way the avatar is able to perform actions, can result in a stronger presence and psychological bond to the character. The approach is based on previous studies showing that features, attitudes and behaviors of the digital representation of players in a virtual reality setting, alter the players self-perception in the virtual environment (Proteus effect). The interaction mechanism is inspired by enactive approach to cognition and embodied action. In a mini-game we explore effects of controlling a weak character on self-presence and identification with the avatar. We show that increasing degrees of effort in the controlled bodies resulted in different impressions of the physical state of the character. Additionally, we provide our interpretation of relation between game experience and the kinetic parameters and adaptation indicators extracted from the motion of the player and avatar. Finally, we address scenarios where this enaction-based approach to motion controlled avatar can find application.
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Appendix
Appendix
Identification. The questionnaire was adapted from APPENDIX A: STUDY 1 [11].
(1 = Strongly disagree; 2 = Somewhat disagree; 3 = Neither disagree nor agree; 4 = Somewhat agree; 5 = Strongly agree)
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While playing the game, I wanted the avatar to succeed by popping as many bubbles as possible.
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While playing the game, I did NOT want the avatar to give up and miss bubbles.
Presence. The questionnaire was adapted from APPENDIX A: STUDY 1 [11].
(1 = Not at all; 2 = Slightly; 3 = Moderately; 4 = Very much; 5 = Extremely)
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To what extent to do you feel the avatar is an extension of yourself?
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To what extent do you feel that if something happens to the avatar, it feels like it is happening to you?
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To what extent do you feel you embodied the avatar you controlled?
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To what extent did you feel you were in the same room with the avatar?
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To what extent did the avatar seem real?
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To what extent were you involved in the game world?
GEQ In-Game version as in [14]. Please indicate how you felt while playing the game for each of the items, on the following scale:
(1 = not at all; 2 = Slightly; 3 = Moderately; 4 = Fairly; 5 = Extremely)
Questions | Measure |
---|---|
2 - I felt successful | Competence |
9 - I felt skillful | |
1 - I was interested in the game’s story | Sensory and imaginative immersion |
4 - I found it impressive | |
5 - I forgot everything around me | Flow |
10 - I felt completely absorbed | |
6 - I felt frustrated | Tension |
8 - I felt irritable | |
12 - I felt challenged | Challenge |
13 - I had to put a lot of effort into it | |
3 - I felt bored | Negative affect |
7 - I found it tiresome | |
11 - I felt content | Positive affect |
14 - I felt good |
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Pugliese, R., Förger, K., Takala, T. (2015). Game Experience When Controlling a Weak Avatar in Full-Body Enaction. In: Brinkman, WP., Broekens, J., Heylen, D. (eds) Intelligent Virtual Agents. IVA 2015. Lecture Notes in Computer Science(), vol 9238. Springer, Cham. https://doi.org/10.1007/978-3-319-21996-7_45
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DOI: https://doi.org/10.1007/978-3-319-21996-7_45
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