Browsing by Subject "Perceived realism"
Now showing 1 - 2 of 2
- Results Per Page
- Sort Options
Item A comparison of cognitive impacts of narrative and human-computer interaction as two sources of perceived realism in video games(2019-07-08) Yang, Jiahua; Eastin, Matthew S.Perceived realism in video games, indicating the degree game players perceive the game is realistic, influences game player’s cognitions. Previous research has explored the dimensional structure of perceived realism from two aspects. Adopted from traditional media, the first aspect narrative plays an important role in facilitating perceived game realism. Interactivity of video games enables the other source of perceived realism, which is human-computer interaction (HCI). This study examines the structure of perceived realism in video games, categorizing dimensions of perceived game realism into narrative or HCI, and comparing the influence of these two types on players’ cognitive outcomes, which are identification, immersion, and emotion. The results support the hypotheses that perceived HCI realism has stronger positive influence on people’s identification, immersion, and positive emotions compared to perceived narrative realism. Impact of each dimensions are also examined. Industry implications and future research directions are discussedItem Transporting the binge-watching television audiences : a look at the effects of genre schema and narrative relevance on the flow experience(2019-05-09) Yu, Na, M.A.; Eastin, Matthew S.This study proposes flow construct in binge watching is defined in terms of the experience (i.e. media enjoyment and high narrative transportation), structural properties of the flow activity (viewing plan, the interactivity with the video streaming services), and the antecedents of flow such as preexisting genre schema. Using an online survey, this study finds that (a) preexisting genre schema is significantly and positively related to flow experience in binge watching, (b) there is a significant interaction between preexisting genre schema and perceived realism to predict binge watchers’ flow experience, and (c) when binge watchers’ have higher perceptions of reality of narrative content, the flow experience varies, whereas when the binge watchers have low or medium perceived realism, the flow experience doesn’t vary. Theoretical and practical implications are discussed