• Tidak ada hasil yang ditemukan

4.7 Open coding phase

4.8.5 Continuing to collect data: Workshop 2B

Workshop 2B took place on 13 February 2017 in the Engineering building, CPUT Cape Town Campus. It made use of the XBox Kinect and the same AVGs as Workshop 2A to carry out the strategy plan and make specific observations.

The participants for this workshop were Fiki and Lenboxs, who were complete strangers, and males. Trends between strangers of different and same genders were observed to note whether it influenced the way in which participants engaged and immersed themselves in AVGs. Not much difference was noted compared to findings from previously conducted workshops, as Lenboxs showed signs of being very uncomfortable and not as engaged throughout the entire workshop. Being uncomfortable mostly affected the type of body movements the player used when playing (Figure 4.9). If you are uncomfortable, you are more reluctant to move fully, which in turn affects the ability to perform and win, which in itself was a rewarding and engaging experience. Analysis showed that the bigger the movements or the more body parts incorporated in the movement and execution of the moves had a direct relation to how engaged and immersed an individual became in the AVG experience.

Figure 4.9: Lenboxs only using upper body movement

Being uncomfortable also made the gamers more self-conscious about how they appeared when executing the moves. Lenboxs was very hesitant and against playing the dancing game. During this workshop it was observed that when the

56

gamers becomes self-conscious they are not fully immersed, because they are more concerned with what is going on around them than on the AVG itself.

This workshop also aimed to determine whether or not the order of activities played a role in how much fatigue influences engagement and immersion. Although fatigue directly determined whether or not a participant continued to play, it did not affect the way in which participants engaged with the AVG. After Fiki left the room, Lenboxs became more engaged and immersed in the AVG and began using fuller body movements (Figure 4.10).

Figure 4.10: Lenboxs making use of his entire body

The factor of not knowing each other affected the competitiveness between the two players. They both became disinterested in competing against one another and became more interested in their own individual progress and performance. The lack of competition presented itself in many moments of both participants being disengaged in the activity, by walking away from the console every time they completed a round.

When observing the other player, the participant sitting out would watch the other’s performance, unless they were asked by the other to leave the room. Although eye contact was made now and then for the gamer sitting out, there was a clear lack of interest in the AVG (Figure 4.11).

57

Figure 4.11: Disinterest when not playing

The sensor malfunctioned many times during the workshop and it disrupted the immersion that Fiki and Lenboxs experienced. Lenboxs mentioned not being able to select the avatar he wanted due to the Kinect sensor being too sensitive and he kept missing the option he would have preferred. During the interview, Lenboxs mentioned how much the inaccuracy of the sensor put him off and disrupted his experience. Fiki also complained that the sensor failed to detect his movements accurately, which caused a degree of frustration. At the end of this workshop, the relationship between both participants did not improve and they each gave their account of their experience.

The codes which emerged from this workshop were aligned with previous data collected, but some new information featured. The existing data became extremely grounded and clear groups were emerging. After the workshop, the data were coded and analysed and clear categories started to crystallise (Table 4.5). It was decided that a final workshop should be conducted to confirm the patterns and trends that emerged and to further saturate the existing data.

58

Table 4.5: Data collection codes for Workshop 2B

Enhancing engagement and immersion

Inhibiting

engagement and immersion

Observations Wants or requests

Replayability

Successfully executing moves

Watching the cinematics

More comfortable playing alone instead of around a stranger

Clear instructions

Clear instructions Watching someone

else play to learn from

Watching the tutorial while someone else is playing

Prefer progressing a round instead of repeating it

New genres Challenge

Clear instructions Getting moves wrong

Disinterest in final score

Translucent avatars

Tutorials Full body

movement

Awkward activities

Full body sensor Competing against another person

Avatar resembles gamer

Difficulty

navigating menu

Tutorials

Music Long cinematics Direct

competition Gathering,

collecting, earning items

End of play Options to

choose angle and view of play Viewing pictures of

self-playing

Poor sensor responsiveness

More characters to play with

Novelty Not much

competition or challenge Challenge Difficult

movements Viewing final

scores

Confusing gameplay - uncertainty of what to do Simple movements Trying out

something new Avatar appearance Avatar does not

resemble gamer Social activity Missing target Easy menu

navigation

Fatigue Leniency with

points

Screen too overloaded with information Variety Tiring activities Unlock in-game

content

Bugs and glitches Browsing through

song menu Freestyle dance mode

Selecting an avatar

59 Enhancing

engagement and immersion

Inhibiting

engagement and immersion

Observations Wants or requests

Replayability

Winning Hitting targets Feedback of performance Good graphics Easy adaptability Interesting storyline Competing against another person Customisation option

Visual and written feedback