{"title":"Exploring the influence of non-diegetic and diegetic elements on the immersion of 2D games","authors":"Linda A. Pfister, Sabiha Ghellal","doi":"10.1145/3292147.3292190","DOIUrl":null,"url":null,"abstract":"Previous research has investigated player immersion and how it may affect gameplay. However, there is little research discussing diegesis in games and how diegetic and non-diegetic elements might influence the level of immersion. Furthermore, it is still controversial to apply the concept of diegesis originating from film theory to games. Unlike the traditional world of film, games deal with players as interactive participants in narration. This research explores the effect of diegetic and non-diegetic elements on the immersion of 2D games with respect to Galloway's theory of diegesis in games using prototypes as research base. Applying the Immersive Experience Questionnaire (IEQ) we conclude that the participants perceived the non-diegetic prototype on a higher level of immersion, notably differences in cognitive involvement and real world dissociation can be inferred.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"63 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3292147.3292190","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
Abstract
Previous research has investigated player immersion and how it may affect gameplay. However, there is little research discussing diegesis in games and how diegetic and non-diegetic elements might influence the level of immersion. Furthermore, it is still controversial to apply the concept of diegesis originating from film theory to games. Unlike the traditional world of film, games deal with players as interactive participants in narration. This research explores the effect of diegetic and non-diegetic elements on the immersion of 2D games with respect to Galloway's theory of diegesis in games using prototypes as research base. Applying the Immersive Experience Questionnaire (IEQ) we conclude that the participants perceived the non-diegetic prototype on a higher level of immersion, notably differences in cognitive involvement and real world dissociation can be inferred.