Sliders from my Academic Mindtrek '16 presentation. The paper https://petrilankoski.wordpress.com/2016/10/17/embodiment-in-character-based-video-games/ (authoritative version: dx.doi.org/10.1145/2994310.2994320)
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
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
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.
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
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
->
Initial psychometric scale was based on Longo et al. 2008
EFA
CFA indicated that factor structure was not adequate
Scale modification
CFA
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
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
Embodiment and presence scores correlate.
Camera angle & embodiment explains 8% variation, person to person difference 66%
The results are in line with the embodiment hypothesis