Theses and Dissertations - UTB/UTPA
Date of Award
8-2012
Document Type
Thesis
Degree Name
Master of Science (MS)
Department
Computer Science
First Advisor
Dr. Richard H. Fowler
Second Advisor
Dr. Wendy A. Lawrence-Fowler
Third Advisor
Dr. Zhixiang Chen
Abstract
In the virtual environments (VE) literature, presence has been described as the feeling whereby an individual feels as if he or she is actually in the VE. In the videogame literature, the related concept of immersion is viewed as an effect facilitating player engagement. This thesis examines how narrative and graphics quality influence presence and immersion in a first person game. Three levels of narrative and graphics quality are used in an empirical study: text narrative with high quality graphics, no text narrative with high quality graphics, and no text narrative with low quality graphics. Results showed that there is a significant difference in players’ presence and immersion with rich narrative provided through text narrative together with high quality graphics versus no narrative and low quality graphics, and the use of text narrative results in greater presence and immersion than high quality graphics alone.
Granting Institution
University of Texas-Pan American
Comments
Copyright 2012 Raul Huerta. All Rights Reserved.
https://www.proquest.com/dissertations-theses/measuring-impact-narrative-on-players-presence/docview/1152549474/se-2