Research background and question
In the rapid growing industry of RPG gaming, players are spoiled with choices of various titles. Over the past decade, there has been a significant increase to the technological advancement of processors and graphics cards which has increased realism in video games through graphical fidelity (Wilcox-Netepczuk, 2013). Hence, world players are often seen as gravitated towards the matter of realism these fantasy RPG worlds have to offer. Current examples are the richly story lined medieval lands of Witcher 3 or the vast expanses of cityscapes in Grand Theft Auto 5 which has captured countless audiences with their immersive experiences.
Although the gaming industry is often shown off for its graphical advancements games like Minecraft with its pixel like aesthetic that harkens back to the bit map 70s arcade graphics of Pong has managed to reel in success amongst other big gaming titles. Minecraft is not the only odd example of a recently developed RPG video game with poor or mediocre graphical presentation with countless other titles going for the old pixel based graphics. From this it suggests although immersion is affected by graphical realism the game world it is not the sole contributor but take other matters such as UI design and virtual reality into consideration (Brown and Cairns, 2004)
With the above contrasting conditions in mind, this paper will propose the concept of immersion in video games and how realism through graphical advancement may or may not affect the overall experience for users. By studying these areas, this paper assesses the understanding of user immersion in video games and how realism plays a part in it.
Research Questions
Research Scope and Concepts
Although the concept of immersion is hard to specify through precise characteristics, the scope of study will cover the various forms of immersion in video games and how graphical realism may play a part in it. This is because realism through graphical advancement has been often used to promote the overall quality of a game but is not always proven to be the best method for immersion as most users deem it to be (Wilcox-Netepczuk, 2013). Aside from the relations of realism to immersion, there is the possibility that the research may also cover other aspects of immersion such as UI design and overall gaming experience (Cox, n.d.).
Theories that may be useful in answering these criteria are McMahan’s (2003) methods of analysing immersion, engagement and presence in video games which examines in detail various aspects that correlate to the experience of immersion. The various stages of immersion coined by Brown and Cairns (2004) may also be another helpful concept whereby each stage of immersion from engagement, engrossment and total immersion is dissected in detail.
Research Outcome and Relevance
The first question explains the outcome of how the concept of graphical realism affects the overall gaming experience for users and how is it important in video games. The second question then may lead to the outcome of better understanding the effects of graphical realism has on video game immersion.
Such knowledge is relevant to interactive media designers as video game creation is a part of their job scope and having an in depth understanding as to what makes a game immersive to users can help in future development of projects. Designers will better understand on how graphical realism and immersion can affect the retail of a video game and how it can become successful through proper understanding of this concept.
Research feasibility and ethical concerns
The proposed research is of moderate feasibility. Some challenges may be present such as finding credible sources and theories but can be addressed through in depth analysis of expert journals that discuss video games realism and immersion. The proposed research for this academic essay will mainly consist of secondary sources and thus poses minimal ethical concerns.
In the rapid growing industry of RPG gaming, players are spoiled with choices of various titles. Over the past decade, there has been a significant increase to the technological advancement of processors and graphics cards which has increased realism in video games through graphical fidelity (Wilcox-Netepczuk, 2013). Hence, world players are often seen as gravitated towards the matter of realism these fantasy RPG worlds have to offer. Current examples are the richly story lined medieval lands of Witcher 3 or the vast expanses of cityscapes in Grand Theft Auto 5 which has captured countless audiences with their immersive experiences.
Although the gaming industry is often shown off for its graphical advancements games like Minecraft with its pixel like aesthetic that harkens back to the bit map 70s arcade graphics of Pong has managed to reel in success amongst other big gaming titles. Minecraft is not the only odd example of a recently developed RPG video game with poor or mediocre graphical presentation with countless other titles going for the old pixel based graphics. From this it suggests although immersion is affected by graphical realism the game world it is not the sole contributor but take other matters such as UI design and virtual reality into consideration (Brown and Cairns, 2004)
With the above contrasting conditions in mind, this paper will propose the concept of immersion in video games and how realism through graphical advancement may or may not affect the overall experience for users. By studying these areas, this paper assesses the understanding of user immersion in video games and how realism plays a part in it.
Research Questions
- What makes graphical realism such an important feature in video games?
- Is realism the leading cause for immersion of video games?
Research Scope and Concepts
Although the concept of immersion is hard to specify through precise characteristics, the scope of study will cover the various forms of immersion in video games and how graphical realism may play a part in it. This is because realism through graphical advancement has been often used to promote the overall quality of a game but is not always proven to be the best method for immersion as most users deem it to be (Wilcox-Netepczuk, 2013). Aside from the relations of realism to immersion, there is the possibility that the research may also cover other aspects of immersion such as UI design and overall gaming experience (Cox, n.d.).
Theories that may be useful in answering these criteria are McMahan’s (2003) methods of analysing immersion, engagement and presence in video games which examines in detail various aspects that correlate to the experience of immersion. The various stages of immersion coined by Brown and Cairns (2004) may also be another helpful concept whereby each stage of immersion from engagement, engrossment and total immersion is dissected in detail.
Research Outcome and Relevance
The first question explains the outcome of how the concept of graphical realism affects the overall gaming experience for users and how is it important in video games. The second question then may lead to the outcome of better understanding the effects of graphical realism has on video game immersion.
Such knowledge is relevant to interactive media designers as video game creation is a part of their job scope and having an in depth understanding as to what makes a game immersive to users can help in future development of projects. Designers will better understand on how graphical realism and immersion can affect the retail of a video game and how it can become successful through proper understanding of this concept.
Research feasibility and ethical concerns
The proposed research is of moderate feasibility. Some challenges may be present such as finding credible sources and theories but can be addressed through in depth analysis of expert journals that discuss video games realism and immersion. The proposed research for this academic essay will mainly consist of secondary sources and thus poses minimal ethical concerns.
Brown, E., Cairns, P (2004) A Grounded Investigation of Game Immersion. London: University College London, pp. 1297-1300.
Cheng, K., Cairns, P. A. (2005) Behaviour, Realism and Immersion in Games. London: University College London
Cox, A. (n.d.) Measuring and Defining the Experience of Immersion in Games. London: University College London
Fagerholt, E., Lorentzon, M. (2009) Beyond the HUD: User Interfaces for Increased Player Immersion in FPS Game. Göteborg: Chalmers University of Technology.
Gerling, K. M., Birk, M., Mandryk, R. L., Doucette, A. (n.d.) The Effects of Graphical Fidelity on Player Experience. Saskatoon: University of Saskatchewan
Jennett, C. I., Brown, E., Cairns, P (n.d.) BEING “IN THE GAME”. London: University College London
Madigan, J. (2010) Analysis: The Psychology of Immersion in Video Games. [Online] Available at: http://www.gamasutra.com/view/news/120720/Analysis_The_Psychology_of_Immersion_in_Video_Games.php
McMahan, A. (2003) The Video Game, Theory Reader: Immersion, Engagement, and Presence (A Method for Analyzing 3-D Video Games). Mark J.P. Wolf and Bernard Perron, editors. New York : Routledge, pp. 77-78.
Pittman, D. (2013) In Defense of Immersion. [Online] Available at: http://www.gamasutra.com/blogs/DavidPittman/20130517/192475/In_Defense_of_Immersion.php
Wilcox-Netepczuk, D. (2013) Immersion and Realism in Video Games - The Confused Moniker of Video Game. The 18th International Conference on Computer Games, pp. 92-95.
Cheng, K., Cairns, P. A. (2005) Behaviour, Realism and Immersion in Games. London: University College London
Cox, A. (n.d.) Measuring and Defining the Experience of Immersion in Games. London: University College London
Fagerholt, E., Lorentzon, M. (2009) Beyond the HUD: User Interfaces for Increased Player Immersion in FPS Game. Göteborg: Chalmers University of Technology.
Gerling, K. M., Birk, M., Mandryk, R. L., Doucette, A. (n.d.) The Effects of Graphical Fidelity on Player Experience. Saskatoon: University of Saskatchewan
Jennett, C. I., Brown, E., Cairns, P (n.d.) BEING “IN THE GAME”. London: University College London
Madigan, J. (2010) Analysis: The Psychology of Immersion in Video Games. [Online] Available at: http://www.gamasutra.com/view/news/120720/Analysis_The_Psychology_of_Immersion_in_Video_Games.php
McMahan, A. (2003) The Video Game, Theory Reader: Immersion, Engagement, and Presence (A Method for Analyzing 3-D Video Games). Mark J.P. Wolf and Bernard Perron, editors. New York : Routledge, pp. 77-78.
Pittman, D. (2013) In Defense of Immersion. [Online] Available at: http://www.gamasutra.com/blogs/DavidPittman/20130517/192475/In_Defense_of_Immersion.php
Wilcox-Netepczuk, D. (2013) Immersion and Realism in Video Games - The Confused Moniker of Video Game. The 18th International Conference on Computer Games, pp. 92-95.