Menu
Home
Log in / Register
 
Home arrow Computer Science arrow Augmented and Virtual Reality
< Prev   CONTENTS   Next >

3 Experiment and Data

3.1 Sample

15 university students (nine (60.0%) males, six (40.0%) females, age M=22.9 (1.3), range 21-26) participated in the study. Ten (66.7%) participants reported that they play computer games regularly, every day. Other participants reported playing computer games from several times a week to several times a year. There were no participants who had no gaming experience. Average hours per week spent gaming was 12.5 (11.8) and ranged from 0 to 35. All the participants preferred using their personal computer for gaming (19 (100%)), one (6.7%) participant also used mobile phone as gaming platform in his daily life. Participants mention playing almost all game genres: strategy – 9 (60.0%), RPG – 8 (53.3%), MMO – 7 (46.7%), simulations – 3

(20.0%), action – 2 (13.3%), other – 3 (20.0%).

3.2 Psychological Tests and Data Collection

Several aspects of personality, sensation seeking and Big Five personality traits, were measured in this study.

Sensation seeking was evaluated using Sensation Seeking Scale – form V (SSS-V, [14], Lithuanian translation by Pranckevičienė, Ružas, 2012). Reliability of the SSSV was acceptable for the data analysis (Cronbach α = .77). The SSS-V score addresses extent to which participants are drawn towards feelings and experiences that are novel, varied, thrilling, possibly risky and intense. Trait of sensation seeking is related to low tolerance of routine and boredom. Previous research shows that sensation seeking might be related to players emotional response and playing behaviour. In Fang and Zhao [6] study sensation seeking had significant positive effect on enjoyment of computer game play. Sensation seeking is found to be a good predictor of high or even pathological involvement in online games [15].

Big Five personality traits were evaluated using The Big Five Inventory (BFI; [16,17,18], Lithuanian translation by Vytautas Magnus university, Psychology Department, 2009). Reliability of all BFI scales was acceptable for the data analysis (Cronbach α ranged from .65 to .88). BFI measures five core personality dimensions: extraversion vs. introversion, agreeableness vs. antagonism, conscientiousness vs. lack of direction, neuroticism vs. emotional stability, openness vs. closeness to experience. Big Five personality traits are often analyzed in relationship with gaming behaviour [19,20].

Participants were also asked about frequency of computer game play, hours per week spent playing, types of the games played and game platforms used.

After the experiment participants were asked to subjectively evaluate their general emotional state, satisfaction with their performance during the game play and to express their opinion about game characteristics.

 
Found a mistake? Please highlight the word and press Shift + Enter  
< Prev   CONTENTS   Next >
 
Subjects
Accounting
Business & Finance
Communication
Computer Science
Economics
Education
Engineering
Environment
Geography
Health
History
Language & Literature
Law
Management
Marketing
Philosophy
Political science
Psychology
Religion
Sociology
Travel