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Conference Paper/Proceeding/Abstract 569 views 547 downloads

First Person vs. Third Person Perspective in Digital Games

Alena Denisova Orcid Logo, Paul Cairns

CHI '15 Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, Pages: 145 - 148

Swansea University Author: Alena Denisova Orcid Logo

DOI (Published version): 10.1145/2702123.2702256

Abstract

Contemporary digital game developers offer a variety of games for the diverse tastes of their customers. Although the gaming experience often depends on one's preferences, the same may not apply to the level of their immersion. It has been argued whether the player perspective can influence the...

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Published in: CHI '15 Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems
ISBN: 978-1-4503-3145-6 978-1-4503-3145-6
Published: Seoul, Republic of Korea ACM Conference on Human Factors in Computing Systems (CHI) 2015
Online Access: https://dl.acm.org/citation.cfm?id=2702256
URI: https://cronfa.swan.ac.uk/Record/cronfa39562
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first_indexed 2018-06-05T19:28:54Z
last_indexed 2018-07-27T19:30:08Z
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spelling 2018-07-27T14:30:02.8729226 v2 39562 2018-04-25 First Person vs. Third Person Perspective in Digital Games 24910130146683f9f8d59fa861b25aa7 0000-0002-1497-5808 Alena Denisova Alena Denisova true false 2018-04-25 SCS Contemporary digital game developers offer a variety of games for the diverse tastes of their customers. Although the gaming experience often depends on one's preferences, the same may not apply to the level of their immersion. It has been argued whether the player perspective can influence the level of player's involvement with the game. The aim of this study was to research whether interacting with a game in first person perspective is more immersive than playing in the third person point of view (POV). The set up to test the theory involved participants playing a role-playing game in either mode, naming their preferred perspective, and subjectively evaluating their immersive experience. The results showed that people were more immersed in the game play when viewing the game world through the eyes of the character, regardless of their preferred perspectives. Conference Paper/Proceeding/Abstract CHI '15 Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems 145 148 ACM Conference on Human Factors in Computing Systems (CHI) Seoul, Republic of Korea 978-1-4503-3145-6 978-1-4503-3145-6 Digital games; Immersion; Player experience; Player perspective; Camera point of view. 18 4 2015 2015-04-18 10.1145/2702123.2702256 https://dl.acm.org/citation.cfm?id=2702256 COLLEGE NANME Computer Science COLLEGE CODE SCS Swansea University 2018-07-27T14:30:02.8729226 2018-04-25T17:48:10.5070065 Faculty of Science and Engineering School of Mathematics and Computer Science - Computer Science Alena Denisova 0000-0002-1497-5808 1 Paul Cairns 2 0039562-25042018174911.pdf CHI15_Cameraready.pdf 2018-04-25T17:49:11.7070000 Output 113340 application/pdf Accepted Manuscript true 2018-04-25T00:00:00.0000000 true eng
title First Person vs. Third Person Perspective in Digital Games
spellingShingle First Person vs. Third Person Perspective in Digital Games
Alena Denisova
title_short First Person vs. Third Person Perspective in Digital Games
title_full First Person vs. Third Person Perspective in Digital Games
title_fullStr First Person vs. Third Person Perspective in Digital Games
title_full_unstemmed First Person vs. Third Person Perspective in Digital Games
title_sort First Person vs. Third Person Perspective in Digital Games
author_id_str_mv 24910130146683f9f8d59fa861b25aa7
author_id_fullname_str_mv 24910130146683f9f8d59fa861b25aa7_***_Alena Denisova
author Alena Denisova
author2 Alena Denisova
Paul Cairns
format Conference Paper/Proceeding/Abstract
container_title CHI '15 Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems
container_start_page 145
publishDate 2015
institution Swansea University
isbn 978-1-4503-3145-6
978-1-4503-3145-6
doi_str_mv 10.1145/2702123.2702256
publisher ACM Conference on Human Factors in Computing Systems (CHI)
college_str Faculty of Science and Engineering
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hierarchy_top_id facultyofscienceandengineering
hierarchy_top_title Faculty of Science and Engineering
hierarchy_parent_id facultyofscienceandengineering
hierarchy_parent_title Faculty of Science and Engineering
department_str School of Mathematics and Computer Science - Computer Science{{{_:::_}}}Faculty of Science and Engineering{{{_:::_}}}School of Mathematics and Computer Science - Computer Science
url https://dl.acm.org/citation.cfm?id=2702256
document_store_str 1
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description Contemporary digital game developers offer a variety of games for the diverse tastes of their customers. Although the gaming experience often depends on one's preferences, the same may not apply to the level of their immersion. It has been argued whether the player perspective can influence the level of player's involvement with the game. The aim of this study was to research whether interacting with a game in first person perspective is more immersive than playing in the third person point of view (POV). The set up to test the theory involved participants playing a role-playing game in either mode, naming their preferred perspective, and subjectively evaluating their immersive experience. The results showed that people were more immersed in the game play when viewing the game world through the eyes of the character, regardless of their preferred perspectives.
published_date 2015-04-18T03:50:15Z
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score 11.012813