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Ribbens, W., & Malliet, S. (2010). Perceived digital game realism: A quantitative exploration of its structure. Presence: Teleoperators and Virtual Environments, 19(6), 585–600. 
Added by: Mark Grimshaw-Aagaard (09/03/2018, 12:56)   Last edited by: Mark Grimshaw-Aagaard (17/10/2018, 13:57)
Resource type: Journal Article
Peer reviewed
DOI: 10.1162/pres_a_00024
ID no. (ISBN etc.): 1054-7460
BibTeX citation key: Ribbens2010
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Categories: General
Keywords: Immersion, Other-presence, Presence, Realism, Reality/Virtuality/Actuality
Creators: Malliet, Ribbens
Publisher: MIT Press (Cambridge, Massachusetts)
Collection: Presence: Teleoperators and Virtual Environments
Views: 17/382
Abstract
"A quantitative exploration is presented of the concept of perceived digital game realism, based upon the frameworks described by Malliet (2006), and Shapiro, Peña-Herborn, and Hancock (2006). The concepts and categories outlined in both studies are complemented with an additional literature study and subjected to an exploratory factor analysis. Principal axis factoring was performed on items completed by 385 respondents whose ages ranged between 15 and 19 years. Seven factors of perceived game realism were identified: simulation, freedom of choice, character involvement, perceptual pervasiveness, authenticity regarding subject matter, authenticity regarding characters, and social realism. These findings are to a considerable extent congruent with the theoretical framework."
  
Quotes
p.586   "whether a media text is perceived as realistic [...] is important because research suggests that user perceptions can be better predictors of behavioral outcomes than the features of the medium itself"   Added by: Mark Grimshaw-Aagaard
Keywords:   Immersion Presence Realism Reality/Virtuality/Actuality
p.593   "rule-based characteristics of an electronic game count as better contributors to its overall reality impression than its audiovisual characteristics. The three most important factors [...] were simulational realism, freedom of choice, and character involvement. Graphical aspects such as perceptual pervasiveness or narrative aspects such as authenticity accounted for a substantially smaller amount of the explained variance."   Added by: Mark Grimshaw-Aagaard
Keywords:   Immersion Presence Realism Reality/Virtuality/Actuality
Paraphrases
p.587   Has a different take on authenticity than might be expected – one that is subjective rather than objective (i.e. the shotgun in Terminator is not objectively authentic but might be subjectively perceived as authentic).   Added by: Mark Grimshaw-Aagaard
Keywords:   Authenticity Immersion Presence Realism Reality/Virtuality/Actuality
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