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Effects of Character Voice-over on Players’ Engagement
      in a Digital Role-Playing Game Environment




                        JaeHwan Byun
                Virtual Environment Laboratory
                Southern Illinois University Carbondale
Background of the Study


                       Really?
Intellectual

                         Then,
Indignation



                         How?
Background of the Study




  Gap in
literature




                        89
                         8
                       256
                        Ke, F. (2009).
Background of the Study




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




  Gap in
literature


                   BGM
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
Research Question

What is the effect of non-player characters’
voice-over on player engagement during digital
game play?
Experimental Design

  Randomized control-group posttest only design

            Before treatment     Treatment      After treatment

VO group          DS             Voice-over          GEQ


NVO Group         DS           Non Voice-over        GEQ

 Independent Variable: NPCs’ voice-over
 Dependent Variable: Participants’ level of engagement
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
Material (Research Game Mod)


• Modified game from NWN 2 tutorial module
• About 12 minutes long
• Cinematic style conversation with NPCs
Material (Adjusting Voice-over)
Material (Research Game Mod)
Experimental Environment

• Two technically identical laptops in a room
  – One for VO group, One for NVO group

• Headphones
Instruments

• Demographic 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
Data Colleting Process
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
Results (Demographic Info.)
Results (Descriptive Statistics)
Results (Distribution of GEQ score)

                                        VO
                                        NVO
Frequency




                                        GEQ score
                        NVO   VO
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.
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.
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.
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
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
Aect 2012 presentation

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Aect 2012 presentation

  • 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. Background of the Study Really? Intellectual Then, Indignation How?
  • 3. Background of the Study Gap in literature 89 8 256 Ke, F. (2009).
  • 4. Background of the Study Gap in Gaming Device (Computer) literature 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. Experimental Design Randomized control-group posttest only design Before treatment Treatment After treatment VO group DS Voice-over GEQ NVO Group DS Non Voice-over GEQ 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
  • 13. Experimental Environment • Two technically identical laptops in a room – One for VO group, One for NVO group • Headphones
  • 14. Instruments • Demographic 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
  • 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
  • 19. Results (Distribution of GEQ score) VO NVO Frequency GEQ score NVO VO
  • 20. 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