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
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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).
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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.
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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