Skip to main content

Coffee Tables and Cryo Chambers: A Comparison of User Experience and Diegetic Time between Traditional and Virtual Environment-Based Roleplaying Game Scenarios

  • Conference paper
Interactive Storytelling (ICIDS 2012)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 7648))

Included in the following conference series:

Abstract

This paper explores how the user experience and diegetic time changes when a specific roleplaying scenario is played via a virtual environment and headsets, compared to a traditional playthrough. A case-study roleplaying scenario is developed to investigate the change in user experience qualitatively, and a virtual environment matching this scenario is created. The players using the virtual environment version spent the entire time communicating within the story, and the diegetic time equated real time for the entire playthrough, compared to approximately 4/5 of the time in the traditional playthrough. Additionally, there are indications that this adherence to the diegesis resulted in a higher suspense. The results show that the virtual environment version can deliver an engaging story experience, and might therefore potentially inspire for a solution to the narrative paradox.

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 PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 49.99
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

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Rilstone, A.: Roleplaying Games: An Overview (1994), http://www.rpg.net/oracle/essays/rpgoverview.html (accessed March 7, 2012)

  2. Darlington, S.: A History of Roleplaying (1998), http://ptgptb.org/0001/history1.html (accessed June 8, 2012)

  3. Entertainment Software Association: The 2011 Essential Facts about the Computer and Video Game Industry (2011), http://www.isfe.eu/industry-facts/research/industry-and-gamers (accessed June 8, 2012)

  4. Tychsen, A.: Role Playing Games – Comparative Analysis Across Two Media Platforms. In: IE 2006 Proceedings of the 3rd Australasian Conference on Interactive Entertainment (2006) ISBN: 86905-902-5

    Google Scholar 

  5. Delmas, G., Champagnat, R., Augeraud, M.: From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames. In: Iurgel, I.A., Zagalo, N., Petta, P. (eds.) ICIDS 2009. LNCS, vol. 5915, pp. 121–126. Springer, Heidelberg (2009)

    Chapter  Google Scholar 

  6. Louchart, S., Aylett, R.S.: Solving the Narrative Paradox in VEs – Lessons from RPGs. In: Rist, T., Aylett, R.S., Ballin, D., Rickel, J. (eds.) IVA 2003. LNCS (LNAI), vol. 2792, pp. 244–248. Springer, Heidelberg (2003)

    Chapter  Google Scholar 

  7. Peinado, F., Gervás, P.: Transferring Game Mastering Laws to Interactive Digital Storytelling. In: Göbel, S., Spierling, U., Hoffmann, A., Iurgel, I., Schneider, O., Dechau, J., Feix, A. (eds.) TIDSE 2004. LNCS, vol. 3105, pp. 48–54. Springer, Heidelberg (2004)

    Chapter  Google Scholar 

  8. Tychsen, A., Smith, J.H., Hitchens, M., Tosca, S.: Communication in Multi-player Role Playing Games – The Effect of Medium. In: Göbel, S., Malkewitz, R., Iurgel, I. (eds.) TIDSE 2006. LNCS, vol. 4326, pp. 277–288. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  9. Aylett, R.: Emergent Narrative, Social Immersion and Storification. Discussion paper elaborating on, paper on emergent narrative. In: Proceedings Narrative and Learning Environments Conference NILE00 Edinburgh, Scotland (2000), hw.academia.edu/RuthAylett/Papers/543109/Emergent_narrative_social_immersion_and_storification_ (accessed June 8, 2012)

  10. Tychsen, A., Hitchens, M., Brolund, T., Kavakli, M.: The Game Master. In: IE 2005: Proceedings of the Second Australasian Conference on Interactive Entertainment. Creativity & Cognition Studios Press (2005)

    Google Scholar 

  11. Axelzon, F., Wrigstad, T.: Doubt. Selfpublished (2007), http://jeepen.org/games/doubt (accessed May 22, 2012)

  12. Aylett, R., Louchart, S.: Towards a Narrative Theory of Virtual Reality. Virtual Reality 7(1), 2–9 (2003), doi:10.1007/s10055-003-0114-96

    Article  Google Scholar 

  13. Temte, B.F.: Project Restless Sleep – An Experimental Framework for Investigating the Change in User Experience of Roleplaying Games in Virtual Environments. Unpublished Project Report, Aalborg University Copenhagen, Department of Architecture, Design and Media Technology, Section of Medialogy (2011)

    Google Scholar 

  14. Boeckman, P.: The Three Way model – Revision of the Threefold Model. Morten Gade, Line Thorup & Mikkel Sander (eds.): As Larp Grows Up. Knudepunkt 2003 (2003) ISBN 87-989377-0-7, http://www.laivforum.dk/kp03_book/classics/three_way_model.pdf (accessed April 23, 2012)

  15. Schoenau-Fog, H.: Hooked! – Evaluating Engagement as Continuation Desire in Interactive Narratives. In: Si, M., Thue, D., André, E., Lester, J.C., Tanenbaum, J., Zammitto, V. (eds.) ICIDS 2011. LNCS, vol. 7069, pp. 219–230. Springer, Heidelberg (2011)

    Google Scholar 

  16. Epic Games: Unreal Development Kit, http://udk.com

  17. Flagship Industries: Ventrilo, http://ventrilo.com

  18. Roth, C., Vorderer, P., Klimmt, C.: The Motivational Appeal of Interactive Storytelling: Towards a Dimensional Model of the User Experience. In: Iurgel, I.A., Zagalo, N., Petta, P. (eds.) ICIDS 2009. LNCS, vol. 5915, pp. 38–43. Springer, Heidelberg (2009)

    Chapter  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Temte, B.F., Schoenau-Fog, H. (2012). Coffee Tables and Cryo Chambers: A Comparison of User Experience and Diegetic Time between Traditional and Virtual Environment-Based Roleplaying Game Scenarios. In: Oyarzun, D., Peinado, F., Young, R.M., Elizalde, A., Méndez, G. (eds) Interactive Storytelling. ICIDS 2012. Lecture Notes in Computer Science, vol 7648. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-34851-8_10

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-34851-8_10

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-34850-1

  • Online ISBN: 978-3-642-34851-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics