Game Experience When Controlling a Weak Avatar in Full-Body Enaction

Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9238)

Abstract

In this paper we describe a motion-controlled game based on a paradigm of a player enacting the character, rather than a character mimicking the player’s action. Our hypothesis is that a controlling scheme based on the adaptation of a player to the way the avatar is able to perform actions, can result in a stronger presence and psychological bond to the character. The approach is based on previous studies showing that features, attitudes and behaviors of the digital representation of players in a virtual reality setting, alter the players self-perception in the virtual environment (Proteus effect). The interaction mechanism is inspired by enactive approach to cognition and embodied action. In a mini-game we explore effects of controlling a weak character on self-presence and identification with the avatar. We show that increasing degrees of effort in the controlled bodies resulted in different impressions of the physical state of the character. Additionally, we provide our interpretation of relation between game experience and the kinetic parameters and adaptation indicators extracted from the motion of the player and avatar. Finally, we address scenarios where this enaction-based approach to motion controlled avatar can find application.

Keywords

Motion-controlled games Embodied interaction Game experience Self presence Proteus effect 

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Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  1. 1.Department of Computer ScienceAalto UniversityEspooFinland

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