Difference between revisions of "Terry Lavender"

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The Effect of Screen Size on Immersion and Mindfulness
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[http://blogs.sfu.ca/people/tjlavend]
A Research Proposal – March 4, 2012
 
Research Topic
 
• Is there a relationship between screen size, immersion and mindfulness?
 
  
  
Research Questions
 
• RQ1: Can immersion help induce a state of mindfulness?
 
• RQ2: If so, how?
 
• RQ3: Is immersion affected by the screen size of the platform?
 
Thesis
 
• Immersion is more easily induced on a device a larger screen size because of increased opportunities for immersion
 
• Greater screen size ➙ greater immersion
 
• Greater immersion ➙ greater mindfulness
 
• However, this may be tempered somewhat by other factors, such as tactile intimacy
 
 
 
 
Arguments in favour
 
• concentrating on small screen increases absorption
 
• holding the device, using headphones - increases a sense of intimacy (Bracken & Pettey, 2007)
 
Arguments against
 
• lack of visual and aural quality
 
• Form factor can be awkward
 
• greater chance of interruption
 
• distracting environment
 
Evidence?
 
• studies have shown presence is correlated positively with screen size (Bracken & Petty, 2007)
 
• However, some metrics indicate increased presence on small screens
 
Variables
 
• Independent variable: screen size
 
• Dependent variable: mindfulness
 
• Intervening variable: immersion
 
• Confounding variables: tactile intimacy
 
 
 
 
 
Conceptual Issues
 
• We need a causal relationship – how does immersion lead to mindfulness?
 
 
 
 
 
 
 
Immersion
 
“a lack of awareness of time, a loss of awareness of the real world, involvement and a sense of being in the task environment. Most importantly, immersion is the result of a good gaming experience”
 
– Jennett et al., 2008
 
Presence?
 
• presence = conscious experience, and awareness, of the present moment (Mccall et al, 2011).
 
• can be equated with mindfulness where attention is regulated such that increased awareness is brought to the current field of thoughts, feelings, and sensations, in addition to be immersed non-judgmentally in the present moment (Gackenbach & Bown, 2011).
 
Causes of Immersion
 
• Several factors have been identified, such as interactivity, and auditory, tactile and visual stimuli
 
• Bracken and Pettey (2007) demonstrated a significant relationship between screen size and immersion for watching videos: the larger the screen, the greater the immersive effect, for example.
 
Measuring Mindfulness and Immersion
 
• Immersion and mindfulness have generally been measured through:
 
• self-reporting by Likert scale type questions
 
• semi-structured interviews
 
• physiological responses
 
 
• Osmos is an ambient game: You play a one-celled creature trying to survive in a world of smaller and larger organisms. If you touch a smaller organism, you absorb it and grow. If a larger organism touches you, it absorbs you and you lose the game. You can hunt down other organisms or run away from them, but doing so uses energy. To survive, do as little as possible.
 
Osmos
 
• Advantages:
 
• cross-platform - available for iPhone, iPad, desktop computers, so can measure affect of screen size
 
• easy to play and inexpensive (iPad version - $5; desktop version - $10)
 
Why a video game?
 
• Video game players can experience flow:
 
• Flow: a balance between challenge and skill; includes increased awareness, a sense of calm control, and absorption in the present activity - all of which are linked to mindfulness- Marks (2008)
 
• "You almost zone out... your mind just goes on autopilot and you become one with the system.... Sometimes, you can't believe the moves you're making" - a video game player, quoted in Gackenbach & Bown (2011)
 
Current research
 
• Some research on games and mindfulness (Gackenbach and Bown, 2011)
 
• Also, some case studies on using games to alleviate pain dating back to 1980s  (Redd, Jacobsen, et al., 1988; Kolko & Rickard-Figueroa, 1985), with more contemporary results from Gordon et al. (2011)
 
• But, no research exploring these four factors: chronic pain, mindfulness, games, small platforms
 
Proposed Study
 
• Participants will be recruited to play Osmos on one of three platforms.
 
• Volunteers will be recruited to play the game and complete a questionnaire that measures the immersive experience of the game and the degree of mindfulness achieved.
 
• Volunteers will also have their GSR measured before (to establish a baseline) and during game play.
 
 
 
 
Hypotheses
 
Immersion will be greater on platforms with a larger screen size and greater immersion will lead to greater persuasion:
 
• H1a: Participants who play the iPad version of the game will report experiencing greater immersion than participants who play the iPod Touch version.
 
• H1b: Participants who play the iPad version will report experiencing greater mindfulness than those who play the iPod Touch version.
 
• H1c: Participants who play the iPad version will show a greater decrease in GSR while playing.
 
Hypotheses
 
• H2a: Participants who play the desktop version will report experiencing greater immersion than participants who play the laptop.
 
• H2b: Participants who play the desktop version will report experiencing greater mindfulness than participants who play the laptop version.
 
• H2c: Participants who play the desktop version will evince a greater decrease in GSR while playing.
 
Hypotheses
 
• H3: There will be a significant direct relationship between reported immersion and reported mindfulness and a corresponding decrease in GSR
 
  
 
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Revision as of 22:10, 30 March 2012