Evaluating the impact of procedurally generated content on game immersion
aut.relation.endpage | 225 | |
aut.relation.issue | 4 | en_NZ |
aut.relation.journal | The Computer Games Journal | en_NZ |
aut.relation.startpage | 209 | |
aut.relation.volume | 6 | en_NZ |
aut.researcher | Connor, Andrew | |
dc.contributor.author | Connor, AM | en_NZ |
dc.contributor.author | Greig, TJ | en_NZ |
dc.contributor.author | Kruse, J | en_NZ |
dc.date.accessioned | 2018-06-22T04:15:48Z | |
dc.date.available | 2018-06-22T04:15:48Z | |
dc.date.copyright | 2017-11-01 | en_NZ |
dc.date.issued | 2017-11-01 | en_NZ |
dc.description.abstract | This paper describes a study that examines the impact that procedurally generated content has on the quality of gaming experience. To that end, an experimental study has been undertaken where gamers play two versions of an otherwise identical game, the only difference being that in one version the game levels are designed by a human designer and in the second version they are procedurally generated. A game immersion questionnaire is used to capture the quality of the gameplay experience and the results across the two groups compared. Whilst there are observable differences in perceived total immersion, statistical analysis using one way ANOVA testing suggests that the difference is not statistically significant. Detailed analysis of the questionnaire responses identifies where variation between the two groups is statistically significant. | |
dc.identifier.citation | The Computer Games Journal, 6(4), 209-225. | |
dc.identifier.doi | 10.1007/s40869-017-0043-6 | en_NZ |
dc.identifier.issn | 2052-773X | en_NZ |
dc.identifier.uri | https://hdl.handle.net/10292/11605 | |
dc.publisher | Springer | en_NZ |
dc.relation.uri | https://link.springer.com/article/10.1007%2Fs40869-017-0043-6 | |
dc.rights | This is a pre-print of an article published in The Computer Games Journal. The final authenticated version is available online at: https://doi.org/10.1007/s40869-017-0043-6 | |
dc.rights.accessrights | OpenAccess | en_NZ |
dc.subject | Gameplay experience; Genetic algorithms; Immersion; Procedural content generation | |
dc.title | Evaluating the impact of procedurally generated content on game immersion | en_NZ |
dc.type | Journal Article | |
pubs.elements-id | 279338 | |
pubs.organisational-data | /AUT | |
pubs.organisational-data | /AUT/Design & Creative Technologies | |
pubs.organisational-data | /AUT/Design & Creative Technologies/Art & Design | |
pubs.organisational-data | /AUT/Design & Creative Technologies/CoLab | |
pubs.organisational-data | /AUT/PBRF | |
pubs.organisational-data | /AUT/PBRF/PBRF Design and Creative Technologies | |
pubs.organisational-data | /AUT/PBRF/PBRF Design and Creative Technologies/PBRF Art and Design | |
pubs.organisational-data | /AUT/PBRF/PBRF Design and Creative Technologies/PBRF CoLab |
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