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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: ACM Digital Library, 2016, 358-365 p.Conference 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: ACM Digital Library, 2016. 358-365 p.
Keyword [en]
embodiment, videogames, presence, psychometrics
National Category
Media and Communication Technology
Research subject
Other research area
Identifiers
URN: urn:nbn:se:sh:diva-31021DOI: 10.1145/2994310.2994320ScopusID: 2-s2.0-84994850687ISBN: 978-1-4503-4367-1OAI: oai:DiVA.org:sh-31021DiVA: 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: 2016-11-25Bibliographically approved

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