Game Over!? But what is left over? Exploratory study about perceived transfer effects from virtual game worlds of shooters, simulations, sport- and roleplaying games into everydaylife. Benjamin Bigl, M.A. G.O.R. 09, Vienna University Outline 1. 2. 3. 4. 5. 6. 7. Outline Introduction and Scientific Interest Theoretical Approaches: What are Transfer Effects? Study Design Preleminary Study: Postings in Online Forums Online Survey Results Summary and Critical Outlook 2 Computer Games as Culture • • • • • „Computer games are part of our culture!“ (Olaf Zimmermann 2008) interactive mass phenomenon engine for developement upcomming academic research But: focus of public opinion on violent games and presumed negative effects after playing Introduction and Scientific Interest 3 Scientific Interest Are computer game players noticing anything after having played? Can they bring it into a connection with a specific computer game? Introduction and Scientific Interest 4 What are Transfer Effects? • • • • Phenomena of perception, experiences or memories of game situations associations mental linkages effects of transmission and transformation The term "transfer effect" is appropriate for these phenomena. It can be understood as a stimulus and context-related transfer of elements into everyday life. It comes in the form of associations which depend on an abstract reflection of a whole game or a game situation. Theoretical Approaches 5 Between Transfer and Transformation I Media and communication science lack: • unified theory for game analysis is missing Way out: • • theoretical approaches: Model of Transfer (Prof. Jürgen Fritz, Cologne) qualitative approaches should be checked in a quantitative way Theoretical Approaches 6 Between Transfer and Transformation II • • • • meanings of objects in relation to the assignment to different worlds processes of transfer caused by fragile framing competence reasons are intense game play and identification with game characters Critical Review: categories of transfer are less selective Transfer Transfer Game Theoretical Approaches Reality 7 Research Subject • • • gamer = experts in their own self perception of experienced users survey about experiences after playing • • Age Limit: player older than 11years Minimum competences in reflection about an abstract topic Design of Study 8 Gamers and technology Tns-Infratest (2006) Study Mass Communication(2005) Gamers Non-Gamers Germany in general Mobile 95 85 - Videorecorder 92 79 - DVD-Player 85 54 66 Internet (analog or ISDN) 68 49 43 Satellite TV 60 44 - Dolby-Surround Equipement 48 27 19 MP3 – Player 45 15 26 DVD – Rekorder 44 33 15 Internet (Broadband) 38 19 24 High Definition TV 16:9 21 11 - Pay TV 20 15 - Handheld/PDA 12 6 4 Design of Study 9 Design of Study Interpretation and summary of findings Main Study Explorative analysis of postings in online forums Validation Preliminary Study Study Design Quantitative online survey in selected online forums and communities Further Research Questions 10 Preliminary Study I Preliminary Study: Analysis of Newsgroup-Postings 11 Preliminary Study II Preliminary Study: Analysis of Newsgroup-Postings 12 Preliminary Study III Preliminary Study: Analysis of Newsgroup-Postings 13 Results: Associative Transfer Effects Transfer Modes Transfer Modes Associative (Fritz) (Preliminary Study) Transfer Effects Analytical Transfers Instrumental-Action-Patterned Functions Action Patterns Functional Transfers Emotional Emotions Associative Fantasy-Based Mind-Based Affectiv-cognitive Transfers Dreams Moral-Based No comparable transfers in the preliminary study Time-Experiencing Problem-Solving No comparable transfers in the preliminary study Preliminary Study: Analysis of Newsgroup-Postings Cognitive-Level Informational-Reality-Structured Sense of Orientation Attention Knwoledge Basic-Level Functional-Level Levels 14 Online Survey - Homepage Online Survey 15 Requests of Transfers I‘ve already got some causes for thought or useful informations by playing a game. (Knowledge) I've dreamed of games or i’ve widened the story of a game. (Dreams) I‘ve empathized with characters of a game or i got into the mood of a game. (Emotions) In my thoughts i have tried to act like in a game action. (Action Patterns) After a game i noticed that I could analyze situations much better and quicker than before. (Analysis Ability) It surprised me that i wanted to use certain fucnctions of tools or features of a game in real life. (Functions) I believe that I now have better spatial imagination abilities than others. Unconsciously, I scan the surrounding area for prominent objects. (Attention) Online Survey 16 Online Survey – Statistical Key Figures 23 Online Forums of Shooter, Simulation, Sport, Roleplay/Adventure and Casual Games 14 Online Forums of popular gaming magazines Sample(brutto max.): Sample related failures: Sample (netto max): Survey finalized: 1884 149 1735 1226 Cleared Dataset: 1146 Processing time (arithmetic mean): Processing time (median): 0h 9m 34s 0h 8m 12s Online Survey (100%) (7,91%) (92,09%) (65,07%) 17 Online Survey – Socio-Demographic Characteristics Variable „Gender“ (male/female): 1029 (89,8 %) / 117 (10,2 %) Variable „Age“: • Arithmetic mean/Median. • Std. Deviation • Range • Age Groupe 15-19 / 20-24: 22,06 / 19,00 8,23 11 (min) – 65 (max) 44,24 % / 19,72% Variable „Highest Level of Eduacation“: • Still pupil • Secondary Modern School • High School • Other qualification/no qualification 36,4 % 23,3% 37,1 % 2,9 % / 0,3 % Variable „Experiences in Gaming“: • Mark 1 or 2 („verry well“/“well“) 82 % Online Survey 18 Boxplot of Variable „Time of Playing“ Time of Playing (Mean): 2,38 h/d Results 19 Perceived Transfers (in %) Genre 50,0% Shooter Simulation Sportspiel 40,0% Prozent Adventure/Rollenspiel 30,0% 20,0% 10,0% 0,0% Wissen Träume Emotionen Handlung Analyse Funktionen Orientier… Knowledge Dreams Emotions Transfereffekte Action Patterns Analysis Functions Orientation Results 20 Perceived Transfers - Examples I dreamed of game like I was there for real. After I woke up, I was thinking how it could go on. (Dreams) Copied and took over shooting techniques and free kick types from football. (Knowledge) Happiness, desire for more, emotional fluctuations, sympathy for characters. (Emotions) I realised that my reflexes got better. Furthermore, I stay more calm in hectic situations and have the ball at my feet quicker. (Analysis) To hide, stay unnoticed as possible, to sneak. (Orientation) Quicksave and Quickload as well as the phrase: „You must assemble your group first before you can leave this area“ that I heard in my mind. (Functions) I saw a movie on TV and for a second I asked myself why the lead actor didn‘t smash the big wooden box in the background, because the golden cap must be in there. (Action Patterns) Results 21 Revision of the Transfer Modes I Transfer Variance (%) Variance (%, cummulative) Analytical 19,314 19,314 Funcional 16,951 36,264 Affektive-Cognitive 15,043 51,308 Analytical 20,031 20,031 Functional 16,922 36,953 Information Mediated 14,354 51,308 Information Processed 13,362 64,670 Action Pattern 12,910 77,579 * Factoranalyses; Main Components; Varimax-Rotation and Kaiser-Normalization Results 22 Revision of the Transfer Modes II Factoranalyses 1* 1 2 Factoranalyses 2* 3 Knowledge ,664 Dreams ,664 Emotions -,525 Action Patterns Analysis 2 5 -731 ,997 ,730 ,725 ,544 4 ,991 -,539 ,754 3 ,951 ,524 Functions Orientation 1 ,736 ,731 * Factoranalyses; Main Components; Varimax-Rotation and Kaiser-Normalization Results 23 Transfer Effects (recoded) Genre 50,0% Shooter Simulation 40,0% Sportspiel Prozent Adventure/Rollenspiel 30,0% 20,0% 10,0% 0,0% Analytisch Analytical Results Funktional Wissen Kognition Emotional Functional Information Mediated Emotional (negative direction) Cognitive Involved Transfereffekte (umkodiert) 24 Summary and Critical Outlook • • Online Surveys are the high road for special audiences (e.g. Gamer) Good Tools for (Qualitative) Newsgroup-Analysis are missing • • • Transfer Effects are rather normal than beeing an extraordinary phenomenon Transfer Effects are perceived as a positive A-Ha experience Gamer can reflect upon them • • • Categories of Associative Transfer Effects are now high selective New categories are open designed Model is open for further questions » Emotions while playing? » Occurence of this Effects? Summary and Critical Outlook 25 Outlook: Distance of Transfers after Play (sorted by Means) Emotional Summary and Critical Outlook Cognition Functional Analysis Information Mediated 26 Thank you for your attention! Universität Leipzig Institut für Kommunikations- und Medienwissenschaft Benjamin Bigl, M.A. Burgstraße 21 04109 Leipzig 0341- 97 35 740 [email protected] kmw.uni-leipzig.de www.computerspielforschung.de
© Copyright 2026 Paperzz