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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Virtual Hero: the influence of narrative on affect and presence in a VR game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michelle Troxler</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sonia Qurashi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dylan Tjon</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Huilun Gao</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lisa E. Rombout</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Cognitive Science &amp; Artificial Intelligence, Tilburg University</institution>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Entertainment media, such as video-games, often make use of a narrative to invoke an emotional reaction and draw people into the experience. A narrative can add layers of emotional complexity to even quite simple forms of game-play. In immersive virtual reality people are surrounded by the game environment, making their sense of presence and immersion highly salient to the perceived quality of the game. This pilot study investigates how game performance, satisfaction, arousal and sense of presence are affected when a pre-game background story is introduced to a virtual reality zombie shooter game. Several trends were observed, indicating that people might be more involved in the game-world and more prepared for the virtual experience. Participants who were exposed to a short pre-game back-story tended to achieve higher game scores and experience a higher sense of presence, although these differences were not significant. We examine the measurements used in this study and theorize how affect and presence interact with respect to the use of narrative devices in virtual reality games.</p>
      </abstract>
      <kwd-group>
        <kwd>affect</kwd>
        <kwd>virtual reality</kwd>
        <kwd>video game</kwd>
        <kwd>presence</kwd>
        <kwd>narrative</kwd>
        <kwd>arousal</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        In modern entertainment media, few things are as ubiquitous as story. Narrative devices
such as drama, conflict and characterization transport audiences into alternate worlds.
The impact of stories on human attitudes and behaviors [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], identity [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] and
relationship with self and others [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] are well known and the power of storytelling is particularly
evident in the domain of entertainment computing and game-based interaction.
      </p>
      <p>
        A number of studies provide evidence that adding narrative to games helps
players become more involved and engaged in the game-play [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]. An empirical study by
Schneider, Lang, Shin and Bradley [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] showed that players of story-based games
experience a heightened sense of identification, positive feelings and immersion in the game
world. The use of narrative devices such as character development have also been shown
to increase the sense of enjoyment players derive from the playing experience [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
1.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Narrative and Affect</title>
      <p>
        Emotional experience is a core element of game-play, and emotions are a critical
consideration in game design [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. A number of studies have incorporated affect-inducing
elements into various aspects of a game to investigate their effect on game players
experiences. Many of these elements are story-based, as narrative is a reliable way to add
emotional complexity [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. One of the mechanisms through which narrative operates
on affect is by evoking emotional memories, influencing the way in which the person
subsequently experiences the narrative [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        In many games, players emotions are actively manipulated through increasingly
difficult tasks, shifts of setting, the types of characters faced throughout the game, and the
use of music, all to ensure sustained engagement in the game-play [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Schneider, Lang,
Shin and Bradley [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] studied the impact of adding a story to a first-person shooter
game. Results showed significantly more identification with the protagonist and
general heightened arousal for participants involved in the story-based game. This suggests
that both the affective state of the player and their immersion in the game are influenced
by the addition of a narrative element.
      </p>
      <p>
        Characterization is a particular form of story-telling. VR games are often presented
from a first-person perspective and may involve a virtual avatar that is incorporated
by the player [21]. An avatar’s characteristics and representation can change how
individuals behave [21], and there is evidence that participants’ cognitive processing and
thought patterns are influenced by their avatars [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In virtual reality games,
therefore, the players’ sense of embodying their avatar is vital and giving them an idea of
their character can transform the experience. An empirical study by Hefner, Klimmt
and Vorderer [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] showed a connection between identification with a game character and
overall enjoyment of the game.
1.2
      </p>
    </sec>
    <sec id="sec-3">
      <title>Affect and Presence</title>
      <p>Presence can be described as the subjective experience of being in an environment,
even when one is physically situated in another place [20]. It involves complex
cognitive and affective processing of sensory data. It is unclear how exactly narrative, affect
and presence relate to and interact with each other. In virtual reality a highly
emotionally engaging experience could induce the player to focus their attention on the world
within the environment, consequently elevating their sense of presence. Narrative could
therefore influence presence directly or through influencing affect.</p>
      <p>
        Affect and presence seem to influence and strengthen each-other. Virtual
environments that are manipulated to induce certain emotional states have been shown to
successfully induce these states based on the level of presence, but also heighten the level
of presence through adding the affective content [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        Similarly, Gorini, Capideville, De Leo, Mantovani and Riva [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] used a virtual reality
hospital experience to study the impact of affect on presence. Participants were tasked
with finding a vial of blood inside a virtual hospital. In one condition they were told that
another character walking around was trying to harm them. A physiological measure in
the form of heart-rate was used to assess their emotional response. Overall, adding an
element of fear had a significant effect on self-reported sense of presence and on
heartrate variability. These studies suggest that presence and affect interact within a virtual
environment, but although narrative elements were indeed used to induce affect, it is
unclear how these contribute specifically to presence.
1.3
      </p>
    </sec>
    <sec id="sec-4">
      <title>Narrative and Presence</title>
      <p>
        Work by Park, Lee, Jin and Kang [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] suggests that a pre-game story can act as a type
of bridge into the game world and has a positive effect on the participants’ sense of
presence. Many studies on presence in VR focus on the effects of the interactive
technology, such as haptic systems or visual stimuli, but purely cognitive affective factors
also have an impact on the sense of presence of game players [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>It can be theorized that narrative induces a more complex affective response in
players, going beyond the basic emotions that can be conjured up by simple interactions,
visuals or audio. This in turn acts as a bridge into the game world, heightening
presence and immersion. We devised a pilot study to research these mechanisms in relation
to each other in a zombie shooter game. Zombie shooter games already have potential
basic elements of fear and anger in them, but a narrative might add layers of complexity
to these emotions and thus draw the player further into the game world. If a story is
added before the game, adding context and characterization, the game itself would not
change but the way the player experiences it might. We expect that virtual reality game
players exposed to a pre-game, character-based back-story will experience higher levels
of arousal and presence than participants not exposed to the story.
2
2.1</p>
      <sec id="sec-4-1">
        <title>Methods</title>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Participants 2.2</title>
    </sec>
    <sec id="sec-6">
      <title>Materials</title>
      <p>Participants (N = 10, 5 female) were recruited using convenience sampling at a Dutch
university. In this between-subject design, five random participants (3 female) were
exposed to a back-story before playing.</p>
      <p>The participants played an existing VR game called Zombie Riot. This game presents a
bright and colorful village street where the protagonist is attacked by zombies that walk
or run up to them. The player is provided with two virtual guns, operated through the
Occulus Rift motion control system.</p>
      <p>The experiment was conducted in the DAF technology lab at Tilburg University.
The DAF-lab consists of two spaces: the Research Room and the Experience Room.
The Experience Room has facilities that allow the researchers to observe, register and
analyze the data. An Oculus Rift head mounted display (HMD) was used to display
the game to the participants. The Oculus has 110 degree field of view and rotational
and positional tracking. The integrated headphones provide 3D audio. The Experience
Room in the DAF lab is outfitted with four position tracking sensors which allowed the
participants to stand, walk or jump in the VR environment.</p>
      <p>
        The back-story was written specifically for this experiment. It was based on the
zombie-story archetype of a ’lone surviving group’, and provided some details about
the apocalyptic state of the world and the protagonists’ current position as a leader of
a small band of human survivors seeking a safe zone. The protagonist is tasked with
protecting these survivors. The story was recorded rather than presented as a written
text, as this has been shown to be more effective [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
2.3
      </p>
    </sec>
    <sec id="sec-7">
      <title>Measurements</title>
      <p>Four different types of measurements were taken: (1) a post-game self-report
questionnaire for presence assessment and game-play experience, (2) a game performance score
taken from the game itself at the end of the game-play session, (3) a baseline heart-rate
and heart-rate recordings during the VR experience and (4) a short, 2-question interview
post-experience.</p>
      <p>
        Heart-rate was recorded with a Grove ear-clip sensor. A baseline measurement
was taken before each participant entered the VR environment, where heart-rate was
recorded during the entire game-play. For our evaluation we looked at the raw
physiological measures, and also used these two measurement points to create deltas that
were then compared. Heart-rate and heart-rate variability were treated as an indication
of arousal [
        <xref ref-type="bibr" rid="ref12 ref5">5, 12</xref>
        ] and affective experience [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        We used an adapted version of the Presence Questionnaire [20], consisting of seven
items on a 7-points Likert scale. An additional post-test questionnaire was used with a
total of 14 items on a 5-point Likert scale, based on The Game Experience
Questionnaire [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Finally, participants were asked two open interview questions at the end of
their VR experience: “How was you Virtual Reality experience?” and “How well do
you think you performed?”. Participants in the experimental condition were also asked
if they thought the story influenced their performance.
2.4
      </p>
    </sec>
    <sec id="sec-8">
      <title>Procedure</title>
      <p>On arrival, the participants read and signed a consent form, after which a one minute
baseline heart-rate recording was made. The head-mounted display was placed on the
participants’ head and they were given a short tutorial on using the controls. Half of the
participants were then exposed to the pre-recorded back-story. Participants commenced
playing the game and were given a playing time limit of six minutes. If they were
‘killed’ by zombies before this time limit, participants were not permitted to restart the
game but concluded their session and progressed to the post-test measures and
interview.</p>
      <p>After playing the game, participants were asked to fill in the post-test self-report
questionnaires, and the short interview was conducted and recorded. Finally,
participants were debriefed.
3
3.1</p>
      <sec id="sec-8-1">
        <title>Results</title>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>Sense of presence</title>
      <p>Initially, the sense of presence questionnaire showed poor reliability (alpha = 0:69)
and, therefore, the first item (“How natural did your interactions with the environment
seem?”) was eliminated to enhance its reliability ( = 0:75). An independent t-test
revealed no statistical significance. There was a non-significant trend observed towards
participants in the experimental group reporting a higher self-reported sense of presence
(M = 5.97, SD = 0.30) than the control group (M = 4.67, SD = 0.49). See figure 3.
3.2
The heart rate was recorded in milliseconds between heartbeats. A lower value therefore
corresponds to a higher heart rate. Analysis of the base line measure was performed with
the middle 30 seconds of each participants recorded heart-rate data. For analysis of the
heart rate during game-play the last 60 seconds of the measurement were disregarded,
and the 30 seconds before that were taken for analysis.</p>
      <p>This means that the analysis focused on the end of the game when participants were
acclimatized to the game-play and the (often first-time) experience with immersive VR,
but did not include any measurements taken while the participants ’died’ in the game
and/or took their HMD off.</p>
      <p>For participant 5, the heart-rate sensor was displaced towards the end of game-play
so the final 30 seconds were selected for analysis without taking a buffer of 60 seconds
first.</p>
      <p>The control group had a baseline measurement with a mean of 724.79 (SD = 127.94).
The mean of the heart-rate during the game for the control group was 619.31 (SD =
107.11). The experimental group had a higher mean for the baseline measurement (M
= 794.19, SD = 84.06) and had a slightly lower mean during the game (M = 617.85, SD
= 77.41) but none of these differences were statistically significant (see figure 1).</p>
      <p>An independent t-test was performed on the delta of averages whereby the control
group had a smaller change in heart-rate average between baseline and game (M =
105.47, SD = 91.45) than the experimental group (M = 176.35, SD = 114.62), but this
test showed no significance (p=0.711).</p>
      <p>A mixed ANOVA was conducted on heart-rate variability. Baseline heart-rate
variability in the control group was lower (M = 18456.37, SD = 14556.04) when
compared to heart-rate variability in the baseline readings for the experimental group (M =
26386.14, SD = 13366.82). During game-play, the means were more similar, with the
control group averaging a variance of M = 31145.52, SD = 31582.93 and the
experimental group averaging a variance of M = 27355.59, SD = 26611.41. No significant
differences were found for both time (p=.804) and condition (p=.553) (see figure 2).
3.3</p>
    </sec>
    <sec id="sec-10">
      <title>Game performance</title>
      <p>Game performance was measured by collecting the game scores that were automatically
generated within the game. Figure 4 presents the game scores of the control group and
the experimental group. The experimental group had a higher mean game score (M =
9390, SD = 4530.94) compared to the control group (M = 2914, SD = 2742.88). No
significant difference was found.
3.4</p>
    </sec>
    <sec id="sec-11">
      <title>Game experience</title>
      <p>The game experience was measured with three categories of items (Sensory and
Imaginative Immersion, Flow, and Positive Effect) on a 5-point Likert scale which had a high
reliability ( = :74) after eliminating the item “I was interested in the game’s story”,
considering the control group had not been provided with a narrative. No significant
difference was found between the control group (M = 3.03, SD = 0.26) and the group
exposed to the pre-game narrative (M = 2.94, SD = 0.27). See figure 5.
When participants were asked about their gaming experience, the majority of
participants stated that they felt immersed into the virtual environment. As one interviewee
said: ‘It was nice, I enjoyed myself a lot, was completely into it, was naturally
moving around and I was using the guns which I really liked they were coming onto me
and it felt real. I felt immersed. The story prepared me for the game, but I did forget
the story when I entered the virtual environment’. This notion of the story preparing
them for the game was brought up by several participants. When asked about their
game-performance the answers were very diverse. Some interviewees were very
positive about their performance, while others thought they had performed poorly.</p>
      <p>Participants in the experimental condition indicated that their game-performance
was not influenced by the emotional impact of the pre-game character back-story, but
that the narrative may have had unforeseen effects and provided participants with
valuable game context which helped them to prepare mentally for what waited for them
inside the VR experience. Participants who heard the pre-game character back-story
reported feeling more comfortable entering the game world as they felt they knew what
to expect.
4</p>
      <sec id="sec-11-1">
        <title>Discussion</title>
        <p>The aim of this pilot study was to assess if a pre-game narrative could positively affect
the sense of presence, game satisfaction and performance, and affective experience. We
intended to study how these attributes of game-play experience can be measured to
reveal underlying mechanism and causal relationships.</p>
        <p>Results do identify some interesting trends, although the nature of the pilot-study
means that sample sizes were insufficient to confirm these as significant. On average,
participants who were exposed to the pre-game story had a better game score and a
higher sense of presence, which is in line with expectations from the literature. Trends
in the heart-rate data suggest that heart-rate speeds up during the game, and might
undergo a bigger change after exposure to the narrative, indicating higher immersion
and arousal. The heart rate variability however showed a trend of heart rate being more
level in the experimental condition. If this effect really does occur, it could be due to
the sense of being better prepared which many participants indicated they had after
hearing the story. The VR environment would then arguably hold less surprises for
those participants. The sense of context that the story provided could have an impact on
how participants approached the game and influence their sense of presence and game
performance.
4.1</p>
      </sec>
    </sec>
    <sec id="sec-12">
      <title>Limitations</title>
      <p>
        The sample size of this pilot study was naturally limited and therefore the study had
low statistical power. Another potential issue is what Wells, Campbell, Valacich and
Featherman [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] describe as the novelty effect, when a fundamental characteristic of an
innovation is its novelty, the newness or freshness of the innovation in the eyes of the
adopter. Most participants in this experiment had never experienced VR gaming before
and it is possible that the novelty effect drowned out any other interesting effects.
      </p>
      <p>The pre-game story was written specifically for this study, and not further tested.
It is therefore difficult to determine the impact the story itself had on the participants.
Elements such as the language used, the story structure and the specific characteristics
given to the avatar may have influenced the experience in ways not captured in this
study.</p>
      <p>
        For example, gender associations may have influenced the interpretation of the
back-story. Gender roles and norms can be seen in a variety of ways depending on
factors such as race, culture or religion [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Such associations and expectations
may have influenced the perception of the protagonist in the back-story, who was not
explicitly gendered but had certain characteristics that can be strongly culturally
gendered. This might have influenced the degree to which participants could identify with
the character.
      </p>
      <sec id="sec-12-1">
        <title>Conclusion and future work</title>
        <p>This pilot study offers some important considerations for future research and implies a
possible effect of narrative to either provide important contextual framing or as a way
of strengthening the sense of identification with an avatar and providing a greater sense
of engagement and presence through affect.</p>
        <p>Future research could focus on differentiating between these two distinct roles of
back-story to understand the underlying mechanism at work when a pre-game story is
utilized by a player and its impact on their sense of presence or their understanding of
the unknown virtual world through narrative contextual framing. It could be interesting
to study the differences in how various types of games utilize narrative and whether they
fulfill the same objective for the players. The way in which the narrative is delivered to
the player, as well as the timing, could influence its effects.</p>
        <p>It should be noted that in this study, no difference was found in how positively
players rated the game experience, and some players indicated that they forgot about the
story during the game. Especially in the interest of game-design it is vital to consider
how elements of affect and storytelling actual influence the game-playing experience.</p>
        <p>Storytelling in games has co-creative elements where the player is called upon to
recreate, stage and reconstruct the story, based on their own understanding of the
virtual world and their place in it. This interactive element of storytelling would also be
interesting to study more closely in relation to affect and presence, especially since
memories associated with the affective state might influence a players perception of the
narrative.</p>
        <p>A full-scale follow-up study could hopefully further elucidate the way in which
narrative, affect and presence interact and what the causal relations are between these
elements. However, these elements might need to be separated further in order to observe
their relations to each-other more clearly. This could possibly be achieved by adding
a control condition where even the basic emotional content is removed, allowing for
direct comparison between the effects of basic affect-induction, and more complex,
narrative based induction.</p>
        <p>There is clear evidence in the literature that stories support the perception that the
virtual world is real and can therefore support greater immersive experiences for
individuals, and understanding how these effects are established allows us to build better
virtual experiences and games.
6</p>
      </sec>
      <sec id="sec-12-2">
        <title>Acknowledgements</title>
        <p>The authors would like to thank Hanna Schraffenberger for her help in conducting this
study, and the DAF Technology Lab for providing technical support. The DAF
Technology Lab is partially funded by a philanthropic donation from the PACCAR
foundation/DAF Trucks, and with funding from the European Union, OP Zuid, the Ministry
of Economic Affairs, the Province of Noord-Brabant and the municipalities of Tilburg
and Gilze Rijen (PROJ-00076) awarded to Tilburg University. The usual exculpations
apply.
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questionnaire. Presence 7(3), 225–240 (1998)
21. Yee, N., Bailenson, J.: The proteus effect: The effect of transformed self-representation on
behavior. Human communication research 33(3), 271–290 (2007)</p>
      </sec>
    </sec>
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