sh.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Embodiment in character-based videogames
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.ORCID iD: 0000-0002-5247-6807
2016 (English)In: AcademicMindtrek'16: Proceedings of the 20th International Academic Mindtrek Conference, New York: Association for Computing Machinery (ACM), 2016, p. 358-365Conference paper, Published paper (Refereed)
Abstract [en]

Embodiment is used to denote the sense that something is a part of one's body. The sense of own body is argued to relate to the sense of agency of one's own actions and of the ownership of the body. In this sense of own body can incorporate something external to the body, such as simple tools or virtual hands. The premise of the study is that the player-characters and game controllers get embodied in a similar to a tool or a virtual hand. In order to study embodiment, a psychometric scale is developed using explorative factor analysis (n=104). The scale is evaluated with two sets of data (n=103 and n=89) using confirmatory factor analysis. The embodiment scale ended to having two dimensions: controller ownership and player-character embodiment. Finally, the embodiment scale is tested and put into action in two studies with hypotheses 1) embodiment and players' skills correlate and 2) the sense of presence and embodiment correlate. The data (n=37 and n=31) analysed using mixed effects models support both hypotheses.

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2016. p. 358-365
Keywords [en]
embodiment, videogames, presence, psychometrics
National Category
Computer and Information Sciences
Research subject
Other research area
Identifiers
URN: urn:nbn:se:sh:diva-31021DOI: 10.1145/2994310.2994320Scopus ID: 2-s2.0-84994850687ISBN: 978-1-4503-4367-1 (print)OAI: oai:DiVA.org:sh-31021DiVA, id: diva2:1038598
Conference
AcademicMindtrek'16 Academic Mindtrek Conference 2016 Tampere, Finland, October 17-18, 2016.
Available from: 2016-10-19 Created: 2016-10-19 Last updated: 2025-02-18Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full textScopus

Authority records

Lankoski, Petri

Search in DiVA

By author/editor
Lankoski, Petri
By organisation
Media Technology
Computer and Information Sciences

Search outside of DiVA

GoogleGoogle Scholar

doi
isbn
urn-nbn

Altmetric score

doi
isbn
urn-nbn
Total: 288 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf