Understanding the Impact of Perceived Challenge on Narrative Immersion in Video Games: The Role-Playing Game Genre as a Case Study

Author:

Domingues José Miguel1ORCID,Filipe Vítor12ORCID,Carita André3ORCID,Carvalho Vítor4ORCID

Affiliation:

1. School of Science and Technology, University of Trás-os-Montes e Alto Douro (UTAD), 5000-801 Vila Real, Portugal

2. INESC TEC–Institute for Systems and Computer Engineering, Technology and Science, 4200-465 Porto, Portugal

3. Faculty of Communication, Architecture, Arts, and Information Technologies (FCAATI), University Lusófona, 4000-098 Porto, Portugal

4. 2Ai, School of Technology, Polytechnic University of Cávado and Ave, 4750-810 Barcelos, Portugal

Abstract

This paper explores the intricate interplay between perceived challenge and narrative immersion within role-playing game (RPG) video games, motivated by the escalating influence of game difficulty on player choices. A quantitative methodology was employed, utilizing three specific questionnaires for data collection on player habits and experiences, perceived challenge, and narrative immersion. The study consisted of two interconnected stages: an initial research phase to identify and understand player habits, followed by an in-person intervention involving the playing of three distinct RPG video games. During this intervention, selected players engaged with the chosen RPG video games separately, and after each session, responded to two surveys assessing narrative immersion and perceived challenge. The study concludes that a meticulous adjustment of perceived challenge by video game studios moderately influences narrative immersion, reinforcing the enduring prominence of the RPG genre as a distinctive choice in narrative.

Funder

FCT/MCTES

Publisher

MDPI AG

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3. Domingues, J.M., Filipe, V., Luz, F., and Carita, A. (2023, January 16–18). The impact of perceived challenge on narrative immersion in rpg video games: A preliminary study. Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2023, IHCI 2023; Computer Graphics, Visualization, Computer Vision and Image Processing 2023, CGVCVIP 2023; and Game and Entertainment Technologies 2023, GET 2023, Porto, Portugal.

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5. Defining Immersion: Literature Review and Implications for Research on Audiovisual Experiences;Agrawal;J. Audio Eng. Soc.,2020

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