TY - GEN
T1 - Exploring the Effect of Display Type on Co-Located Multiple Player Gameplay Performance, Immersion, Social Presence, and Behavior Patterns
AU - Xu, Wenge
AU - Zheng, Ruichen
AU - Monteiro, Diego
AU - Nanjappan, Vijayakumar
AU - Wang, Yihong
AU - Liang, Hai Ning
N1 - Publisher Copyright:
© 2024 by SCITEPRESS – Science and Technology Publications, Lda.
PY - 2024
Y1 - 2024
N2 - With advances in virtual reality (VR) technology, immersive head-mounted displays (HMDs) have become widely accessible. These devices have made social games and platforms like VRChat popular. Although the literature points to several factors that affect immersion and social presence, there has been no study that has explored the effect of social display setup on immersion and gameplay in multi-player social games. This work aims to shed light on this issue and investigates the effect of social display setup on gameplay performance and experience (i.e., immersion and social presence) in a multi-player competitive social game (i.e., Jenga). We conducted a one-way between-subjects experiment with 24 participants equally distributed in three groups (4 pairs of 2 participants in each group, who were all strangers to each other) according to three social display setups (2 small-screen tablets, 1 shared 40-inch large TV, and 2 VR HMDs). Our results indicate that (1) players gave a lower rating to challenge in the VR-based social setting than in the small-screen tablet display setting, and (2) gameplay behavior patterns are different among these social display setups.
AB - With advances in virtual reality (VR) technology, immersive head-mounted displays (HMDs) have become widely accessible. These devices have made social games and platforms like VRChat popular. Although the literature points to several factors that affect immersion and social presence, there has been no study that has explored the effect of social display setup on immersion and gameplay in multi-player social games. This work aims to shed light on this issue and investigates the effect of social display setup on gameplay performance and experience (i.e., immersion and social presence) in a multi-player competitive social game (i.e., Jenga). We conducted a one-way between-subjects experiment with 24 participants equally distributed in three groups (4 pairs of 2 participants in each group, who were all strangers to each other) according to three social display setups (2 small-screen tablets, 1 shared 40-inch large TV, and 2 VR HMDs). Our results indicate that (1) players gave a lower rating to challenge in the VR-based social setting than in the small-screen tablet display setting, and (2) gameplay behavior patterns are different among these social display setups.
KW - Co-located Social Play
KW - Head-Mounted Displays
KW - Immersion
KW - Large Displays
KW - Small Tablet Displays
KW - Social Presence
UR - http://www.scopus.com/inward/record.url?scp=85190853223&partnerID=8YFLogxK
U2 - 10.5220/0012469000003660
DO - 10.5220/0012469000003660
M3 - Conference Proceeding
AN - SCOPUS:85190853223
SN - 978-989-758-679-8
VL - 1
T3 - Proceedings of the International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications
SP - 159
EP - 169
BT - Proceedings of the International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications
T2 - 19th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2024
Y2 - 27 February 2024 through 29 February 2024
ER -