Spatial presence and perceived reality as predictors of motion-based video game enjoyment

  • Authors:
  • Daniel M. Shafer;Corey P. Carbonara;Lucy Popova

  • Affiliations:
  • Department of Communication Studies, Baylor University, Waco, Texas 76798;Department of Communication Studies, Baylor University, Waco, Texas 76798;University of California, San Francisco, San Francisco, California 94143

  • Venue:
  • Presence: Teleoperators and Virtual Environments
  • Year:
  • 2011

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Abstract

This study investigated the impact of new motion-based video game control systems on spatial presence, perceived reality, and enjoyment of video games. In two experiments, university students played video games on either new motion-based (Sony's Move, Microsoft's Kinect, and Nintendo's Wii), or standard video game systems (PS3 and XBOX 360 with gamepads). The results indicate that, in the context of golf, racing, and boxing games, the higher technological interactivity of motion-based systems (particularly Kinect) increases feelings of spatial presence, perceived reality, and enjoyment. Perceived reality predicted spatial presence; and spatial presence, in turn, was a significant predictor of enjoyment. Moving toward a more natural user interface (NUI) between the player and the game world can create a more immersive, realistic, and fun experience for the player. A new model for enjoyment of motion-based video games is proposed.