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Effects of Character Voice-over on Players’ Engagement

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Presentation on theme: "Effects of Character Voice-over on Players’ Engagement"— Presentation transcript:

1 Effects of Character Voice-over on Players’ Engagement
in a Digital Role-Playing Game Environment JaeHwan Byun Virtual Environment Laboratory Southern Illinois University Carbondale

2 Really? Then, How? Background of the Study Intellectual Indignation
Digital games have a potential power to engage people (students)! Intellectual Indignation Then, How? Digital games are effective to engage learners! Digital games = Engagement Digital game as the effective method to engage learners.

3 Background of the Study
Gap in literature 256 89 8 Ke, F. (2009).

4 Gaming Device (Computer)
Background of the Study Gap in literature Gaming Device (Computer) role-playing, narrative arcs, challenges, fantasy, interactive choices, characters in games, curiosity, clear goals, appropriate feedback, playfulness, implementing elements of mystery

5 Background of the Study
Gap in literature BGM

6 Purpose of the study To determine whether or not the voice-over of Non-Playing Characters in digital games has any effect on players’ engagement

7 Research Question What is the effect of non-player characters’ voice-over on player engagement during digital game play?

8 Randomized control-group posttest only design
Experimental Design Randomized control-group posttest only design Before treatment Treatment After treatment VO group DS Voice-over GEQ NVO Group Non Voice-over Independent Variable: NPCs’ voice-over Dependent Variable: Participants’ level of engagement

9 Research Subjects Between 18 and 25 years old
Undergraduate students who spoke English as their first language No prior gaming experience with “Neverwinter Nights 2” No hearing and reading difficulties

10 Material (Research Game Mod)
Modified game from NWN 2 tutorial module About 12 minutes long Cinematic style conversation with NPCs

11 Material (Adjusting Voice-over)

12 Material (Research Game Mod)

13 Experimental Environment
Two technically identical laptops in a room One for VO group, One for NVO group Headphones VO NVO

14 Instruments Demographic Questionnaire Game Engagement Questionnaire
To collect background information about the participants Game Engagement Questionnaire To measure participants’ engagement level Modified from Brockmyer, Fox, Curtiss, McBroom, Burkhart & Pidruzny (2009) Total 11 items

15 Data Colleting Process
VO Group Play the research mod with voice-over (average 10min) Play an introductory mod as “tutorial” (average 10min) Complete the consent form and demographic questionnaire Randomly assigned Complete GEQ OR NVO Group Play the research mod without voice-over (average 10min)

16 Results 74 / 81 (Analyzed Data / Total Participants)
37 participants per each group Analyzed by using PASW 18.0 Instrument Reliability: Cronbach α = .80 (with 10 items) Independent Sample t-test

17 Results (Demographic Info.)
Age (Mean) Gender Female Male Group VO 37 20.70 12 25 NVO 20.59 10 27 Total 74 20.65 22 52

18 Results (Descriptive Statistics)
N Mean SD Group VO 37 37.84 5.58 NVO 34.76 5.25 Total 74 36.30 5.60

19 Results (Distribution of GEQ score)
VO NVO Frequency 34.76 37.84 GEQ score NVO VO

20 t-test for Equality of Means
Results (Hypothesis Testing) t-test for Equality of Means t df Sig. Mean difference Std. Error difference 2.45 72 .02 3.08 1.26 Null hypothesis was rejected at the alpha level of .05 Effect size, Cohen's (1998) d, was .58.

21 Results (Finding) Players are significantly more engaged in a digital RPG environment when playing RPG with NPCs’ voice-over than when playing RPG without NPCs’ voice-over.

22 Conclusion (Discussion)
Aural components of digital games can be important factors affecting player engagement. Audio stimuli should be included as a design factor engaging game players.

23 Conclusion (Implications)
For educational (and serious) game developers and game modders For educational practitioners who are involved in educational multimedia development Teachers (Trainers) who are selecting digital games for educational purpose

24 Conclusion (Recommendations)
Testing the validity of the GEQ for RPG Replicating this study with different groups of participants Improving the fidelity of the experimental conditions Investigating the people who read dialog faster than they listen to voice-over

25 Q & A


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