ABlendedRealityGame 77 would enhance the sense of presence. Avatars provide a concrete representation of the player’s actions and identity (Borberg et al. 2008; Castranova 2003; Becker and Mark2001)andsoweexpectedthattherewouldbe bothhigherpresenceand self- presence when the avatar resembled the player more accurately. We also expected that using a tool would produce higher presence than not using a tool. A first person perspective duplicates the natural view of ones own actions by providing interaction with the blended reality space as if from the players’ own physical viewpoint (Waterworth and Waterworth 2008). With a third person perspective, in contrast, they see their own representation as a representation of themselves–anavatar–whosebodilymovementsreflecttheirphysicalmovements in real time (Waterworth and Waterworth 2008). Because of this difference, we expected a stronger feeling of presence to be elicited with a first person perspective than with a third person perspective. Totesttheseexpectations,wecreatedseveraldifferentversionsofblendedreality space, based on the Nintendo Wii gaming environment, its wireless movement- sensingWiimoteinteractiondevice,anda60”plasmadisplay(asshowninFig.6.1). Forthepresentstudy,asimpleavatar-orientedgamewaschosenthatprovidesathird person view (Wii tennis) and another simple game that provides a first person view (Kororinpa). Wii tennis requires a swinging motion of the handheld Wiimote to hit the virtual ball, while Kororinparequiresmoredelicatehandmovementsofthedevicetoguide a marble through virtual mazes. As can be seen in Figs. 6.1 and 6.2, we embedded the Wiimote in a physical tennis racquet or maze board. For the no tool conditions the Wiimote was worn in a glove on the back of the participant’s dominant hand. In the third person view conditions, the avatar used was either the pre-supplied one (identical for all participants) or was one designed by each participant to resemble him or herself, known as a Mii. Miis are customizable and allow the participants to capture a caricature likeness of themselves, or others (Fig. 6.2). Sixteen people participated in the experiment and all experienced all conditions. After they had played each game in the various conditions, the participants filled out a questionnaire regarding their feelings of presence and self-presence. The questionnaireconsistedof28questions,whichcorrespondtosixfactorsthatarecor- related with the experience of presence and self-presence: Awareness, Immersion, Involvement, Naturalness, Realness, and Self-presence. We partially based this on the presence questionnaire published by Witmer and Singer in 1998 (see Hoshi and Waterworth 2009,for details). As expected, there was a significantly higher sense of presence when using a tool versus no tool for both first and third person perspectives (p<0.005, paired T- test). But there was no significant effect on presence of playing from a first person versus a third person perspective for either tool or no tool. There was also no effect on presence of playing with an avatar similar versus dissimilar to self. There was, however, a highly significant increase in self-presence when playing with an avatar similar to self versus dissimilar to self (p<0.001, paired T-test), but no effect of playing with a tool versus no tool.
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