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Embodiment in Character-Based
Videogames
Petri Lankoski
petri.lankoski@sh.se
www.iki.fi/petri.lankoski/
Rubber Hand Illusion
Embodiment
Study 1 & 2: Scale Development, EFA & CFA
FACTOR 1
• I perceived the game
controller as a part of
my body
• I perceived the game
controller as an
extension of my body
• I perceived the game
controller as a
substitute of my body
• It seemed like the
game controller had
disappeared
FACTOR 2
• It seemed like I was in
the location where my
character was
• I perceived the
character I control as
an extension of my
body
• It seemed like the
character I controlled
was I
• I perceived the
character I controlled
as a part of my body
Study 3: Learning & Embodiment
Study 4: Presence, Embodiment & Camera
Study 4: Presence, Embodiment & Camera
● An instrument for measuring embodiment in videogames.
● Evidence that embodiment (as measured by the instrument)
increase as players become more skilled.
● Evidence that the embodiment and presence (as measured
using by PENS) are connected
● A movable 1st person camera and 3rdperson camera provides
higher degree of embodiment than a static 3rd person
camera.
Main Contributions

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Game experience 18-lankoski-slideshare-ver

  • 1. Embodiment in Character-Based Videogames Petri Lankoski petri.lankoski@sh.se www.iki.fi/petri.lankoski/
  • 4. Study 1 & 2: Scale Development, EFA & CFA FACTOR 1 • I perceived the game controller as a part of my body • I perceived the game controller as an extension of my body • I perceived the game controller as a substitute of my body • It seemed like the game controller had disappeared FACTOR 2 • It seemed like I was in the location where my character was • I perceived the character I control as an extension of my body • It seemed like the character I controlled was I • I perceived the character I controlled as a part of my body
  • 5. Study 3: Learning & Embodiment
  • 6. Study 4: Presence, Embodiment & Camera
  • 7. Study 4: Presence, Embodiment & Camera
  • 8. ● An instrument for measuring embodiment in videogames. ● Evidence that embodiment (as measured by the instrument) increase as players become more skilled. ● Evidence that the embodiment and presence (as measured using by PENS) are connected ● A movable 1st person camera and 3rdperson camera provides higher degree of embodiment than a static 3rd person camera. Main Contributions

Editor's Notes

  1. Me Merleou-Ponty & body image Body image or body schema is flexible No specific neural mechanics for handling extensions such as tools Tools & extensions get integrated to body image/body schema Those extensions become phenomenological invisible Embodiment: the sense of own body (parts), sense of ownership of the body (part) E.g., Rune Klevjer build his character engagement take on Merleou-Ponty’s ideas.
  2. Real hand hidden under sheet etc. and rubber hand visible Rubber hand synced to movement of real hand Touching the rubber hand feels like touching ones one hand As said, Merleau-Ponty maintains that tools get embodied Earlier studies have show evidence that something similar to rubber hand illusion happens with virtual hands and bodies
  3. I am interested in this study to look at embodiment of game controllers and player-character Controller is a tool or very similar Character reacts to players actions (more or less) so integration to body image might happen also Longo et al. 2008 used psychometric approach to study rubber hand illusion Their approach was later used to study embodiment of wheel chairs ->
  4. Initial psychometric scale was based on Longo et al. 2008 EFA CFA indicated that factor structure was not adequate Scale modification CFA
  5. Between groups design Collect red dots game One group used ASDW to control character in all trials Other groups has different controls in each trial Improving completion times indicate learning as expected Completion times times correlate negatively with embodiment scores. Data-model match is better after log transformation. ASWD group embodiment scores were higher Log time embodiment effect is significant, group differences were not High separation between groups just based on completion times
  6. Within embodiment, the controller & character should be perceived as me, so it is expected that embodiment scores and presence scores relate Because embodiment relates to sensorymotor integration, the camera angle should not make differece 1st person & 3rd person camera results are similar, as expected Static 3rd person camera has lower scores. This is maybe due that the camera do not react to controls, only character
  7. Embodiment and presence scores correlate. Camera angle & embodiment explains 8% variation, person to person difference 66%
  8. The results are in line with the embodiment hypothesis