Aect 2012 presentation

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Effects of Character Voice-over on Players’ Engagement in a Digital Role-Playing Game Environment JaeHwan Byun Virtual Environment Laboratory Southern Illinois University Carbondale

Transcript of Aect 2012 presentation

Page 1: Aect 2012 presentation

Effects of Character Voice-over on Players’ Engagement in a Digital Role-Playing Game Environment

JaeHwan ByunVirtual Environment LaboratorySouthern Illinois University Carbondale

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Intellectual Indignation

Digital games have a potential

power to engage people (stu

dents)!

Digital games are

effective to engage

learners!

Digita

l gam

e as t

he

effec

tive m

etho

d to

enga

ge le

arne

rs.Digital games =

Engagement

Really?

Background of the Study

Then, How?

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Gap in literature

Background of the Study

256898Ke, F. (2009).

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role-playing, narrative arcs, challenges, fantasy, interactive choices, characters in games,

curiosity, clear goals, appropriate feedback, playfulness,

implementing elements of mystery

Gap in literature

Background of the Study

Gaming Device (Computer)

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Gap in literature

Background of the Study

BGM

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Purpose of the study

To determine whether or not the voice-over of

Non-Playing Characters in digital games has any

effect on players’ engagement

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Research Question

What is the effect of non-player characters’

voice-over on player engagement during digital

game play?

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Experimental Design

Independent Variable: NPCs’ voice-overDependent Variable: Participants’ level of engagement

Randomized control-group posttest only design

Before treatment Treatment After treatment

VO group DS Voice-over GEQ

NVO Group DS Non Voice-over GEQ

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Research Subjects

• Between 18 and 25 years old

• Undergraduate students who spoke English as their first language

• No prior gaming experience with “Neverwinter Nights 2”

• No hearing and reading difficulties

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Material (Research Game Mod)

• Modified game from NWN 2 tutorial module

• About 12 minutes long

• Cinematic style conversation with NPCs

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Material (Adjusting Voice-over)

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Material (Research Game Mod)

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• Two technically identical laptops in a room

– One for VO group, One for NVO group

• Headphones

VO

NVO

Experimental Environment

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Instruments

• Demographic Questionnaire– To collect background information about the

participants

• Game Engagement Questionnaire– To measure participants’ engagement level– Modified from Brockmyer, Fox, Curtiss, McBroom,

Burkhart & Pidruzny (2009)– Total 11 items

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Complete the consent

form and demo-

graphic question-

naire

Play an introduc-tory mod

as “tutorial” (average

10min)

Ran-domly

assigned

Com-plete GEQ

Play the re-search mod

with voice-over (average 10min)

VO Group

Play the re-search mod

without voice-over (average 10min)

NVO Group

OR

Data Colleting Process

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Results

• 74 / 81 (Analyzed Data / Total Participants)

• 37 participants per each group

• Analyzed by using PASW 18.0

• Instrument Reliability: Cronbach α = .80

(with 10 items)

• Independent Sample t-test

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Results (Demographic Info.)

N

Age(Mean

)

Gender

Female MaleGrou

p VO 37 20.70 12 25

NVO 37 20.59 10 27Total 74 20.65 22 52

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Results (Descriptive Statistics)

N Mean SD

GroupVO 37 37.84 5.58

NVO 37 34.76 5.25Total 74 36.30 5.60

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Results (Distribution of GEQ score)Fr

eque

ncy

NVOVO

37.8434.76 GEQ scoreNVO VO

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t-test for Equality of Means

t df Sig. Mean difference Std. Error difference

2.45 72 .02 3.08 1.26

• Null hypothesis was rejected at the alpha level of .05

• Effect size, Cohen's (1998) d, was .58.

Results (Hypothesis Testing)

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Results (Finding)

Players are significantly more engaged in a

digital RPG environment when playing RPG with

NPCs’ voice-over than when playing RPG

without NPCs’ voice-over.

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Conclusion (Discussion)

• Aural components of digital games can be

important factors affecting player engagement.

• Audio stimuli should be included as a design factor

engaging game players.

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• For educational (and serious) game developers and

game modders

• For educational practitioners who are involved

in educational multimedia development

• Teachers (Trainers) who are selecting digital games

for educational purpose

Conclusion (Implications)

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• Testing the validity of the GEQ for RPG• Replicating this study with different groups of

participants• Improving the fidelity of the experimental

conditions • Investigating the people who read dialog faster than

they listen to voice-over

Conclusion (Recommendations)

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Q & A