The effects of Daytime/Nighttime andIndoor/Outdoor virtual environmentson game experience

Detta är en Kandidat-uppsats från Blekinge Tekniska Högskola

Sammanfattning: Background: The usage of video games for educational purposes has become more prevalent in the recent decade. There are a lot of studies showing that video games can affect a person’s cognitive abilities. However, few studies have aspired to determine if a virtual environment can affect a person’s Game experience. A few examples are competence, negative effects and positive. In this research, an experiment will be conducted where participants are asked to solve simple puzzles in four different virtual environments. Afterwards, the participants are asked to answer a questionnaire based on the Game Experience questionnaire. The results will be compiled, analyzed and discussed. Objectives: The objective of this research is to assess if the different virtual environments affect the subjects’ experience positively and negatively.Methods: The main research methods in this project will be implementation and experimentation with a questionnaire. Where the participants will be given different virtual environments to walk around in and solve simple puzzles. The data will then be analyzed. Results: Some of the results were expected and confirmed some of our hypotheses, however, the other half of the results were unexpected.Conclusions and future work: Different virtual environments had a major impact on a player’s game experience. Environments that are considered "negative" would affect the player’s experience negatively. And "positive environments would affect the player’s experience positively. However, it varies greatly from person to person. For future work, an increase in participants and more carefully planned environments may yield a more accurate result. 

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