Skip to main content

The Impact of Wind Simulation on Perceived Realism of Players

  • Conference paper
  • First Online:
Advances in Computer Games (ACG 2023)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 14528))

Included in the following conference series:

  • 96 Accesses

Abstract

This study aims to investigate the impact of wind to players’ perceived realism in digital games. In digital games, there is an ongoing and never ending quest for realism. As games keep getting more and more graphically demanding, game designers try to include senses in order to invoke realism. Perceived game realism is a multidimensional construct and while much attention has been given to visual fidelity, there are subtle elements in physical reality, such as wind blowing and floating dust, that contribute to the perception of realism.

Previous studies have examined general aspects of realism in various genres of games, however the specific impact of wind in digital games remains largely unexplored. This study aims to address this gap by integrating real-time, dynamic wind simulation into a game environment and explore changes to the perceived realism of players. The research focuses on finding out which aspects of perceived realism are affected by adding dynamically simulated wind within a third-person shooter game context.

The findings of this study contribute to understanding how wind simulation impacts perceived realism in digital games. The insights gained can inform game developers and designers in creating more immersive and realistically perceived game environments. By investigating the role of environmental wind in enhancing the sense of realism, this research advances our understanding of the multi-faceted nature of player engagement and the importance of incorporating multi-modal, realistically simulated elements in game design.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Daneels, R., Malliet, S., Koeman, J., Ribbens, W.: The enjoyment of shooting games: Exploring the role of perceived realism. Comput. Hum. Behav. 86, 330–336 (2018). https://doi.org/10.1016/j.chb.2018.04.053

    Article  Google Scholar 

  • Galloway A. Social realism in gaming. Game Studies, 4. (2004). http://www.gamestudies.org/0401/galloway/

  • Ghost of Tsushima. (2020). Sony Interactive Entertainment

    Google Scholar 

  • McGloin, R., Farrar, K., Krcmar, M.: The impact of controller naturalness on spatial presence, gamer enjoyment, and perceived realism in a tennis simulation video game. Presence: Teleoperators Virtual Environ. 20(4), 309–324 (2011)

    Google Scholar 

  • Microsoft’s Flight Simulator (2020). Microsoft

    Google Scholar 

  • PlayerUnknown’s Battlegrounds (2017). Krafton

    Google Scholar 

  • Ribbens, W.: In search of the player: Perceived realism and playing styles in digital game effects [unpublished doctoral dissertation]. Leuven: KU Leuven (2013a). https://lirias.kuleuven.be/handle/123456789/414856

  • Ribbens, W.: Perceived game realism: a test of three alternative models. Cyberpsychol. Behav. Soc. Netw. 16(1), 31–36 (2013)

    Article  Google Scholar 

  • Ribbens, W., Malliet, S. Perceived digital game realism: a quantitative exploration of its structure. Presence: Teleoperators and Virtual Environments, 19(6), 585–600 (2010)

    Google Scholar 

  • Ribbens, W., Malliet, S., Van Eck, R., Larkin, D.: Perceived realism in shooting games: Towards scale validation. Comput. Human Behav. 64, 308–318. (2016) https://doi.org/10.1016/j.chb.2016.06.055

  • Ribbens, W., Malliet, S., Van Eck, R., Larkin, D.: Perceived game realism scale [Database record]. APA PsycTests (2016). https://doi.org/10.1037/t57201-000

    Article  Google Scholar 

  • The Legend of Zelda: The Wind Waker (2002). Nintendo

    Google Scholar 

  • Vandewalle, A., Daneels, R., Simons, E., Malliet, S.: Enjoying my time in the animus: a quantitative survey on perceived realism and enjoyment of historical video games. Games Culture 18(5), 643–663 (2023)

    Article  Google Scholar 

Download references

Acknowledgments

This research received partial funding support from the European Research Executive Agency Marie-Sklodowska Curie Actions - Individual Grant (101038096), TUBITAK ARDEB 3501 (121E732) and Istinye University Scientific Research Projects projects (2019B1).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Zeynep Burcu Kaya Alpan .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Kaya Alpan, Z.B., Pişkin, Ş. (2024). The Impact of Wind Simulation on Perceived Realism of Players. In: Hartisch, M., Hsueh, CH., Schaeffer, J. (eds) Advances in Computer Games. ACG 2023. Lecture Notes in Computer Science, vol 14528. Springer, Cham. https://doi.org/10.1007/978-3-031-54968-7_9

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-54968-7_9

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-54967-0

  • Online ISBN: 978-3-031-54968-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics