Understanding the Impact of Perceived Challenge on Narrative Immersion in Video Games: The Role-Playing Game Genre as a Case Study
Abstract
:1. Introduction
2. Conceptual Framework
2.1. Narrative Immersion
2.2. Perceived Challenge
“Gameplay is challenges and actions that entertain. People enjoy a challenge, as long as they can reasonably expect to accomplish it. People also try a challenge they do not expect to meet if the risk is low and the reward is high. Challenges create tension and drama. At the simplest level, presenting players with a challenge amount to asking a question: ‘Can you do it?’ They’ll enjoy trying to prove that you can.”
- Cognitive challenge (COG);
- Performative challenge (PERF);
- Emotional challenge (EMO);
- Decision-making challenge (DM).
3. Method
3.1. RPG as Case Study
- Absorption, feeling like the character;
- Role-playing, embodying the character;
- Gaming, complying with and manipulating the rules and objectives of the narrative.
- Tactical RPGs or strategy RPGs: Tactical RPGs, known in Japan as simulation RPGs, primarily focus on pre-planned combat. They are distinguished by an emphasis on strategic planning, the duration of character confrontations, and limited opportunities for grinding, especially to increase character levels (within the context of role-playing games (RPGs), grinding refers to the repetitive undertaking of similar in-game activities with the aim of achieving specific objectives; players often employ grinding as a strategic approach to accumulate experience points, acquire in-game items, or enhance the levels and attributes of their characters). Strategic planning in tactical RPGs varies in complexity, usually requiring players to consider battle properties or elements and how these influence characters. Some games, without direct battles, use a disadvantage/advantage system of elements (which can be psychological) to affect how the player can interact with different components in the narrative, such as whether they can break down a door, based on the strength the character possesses. Fire Emblem: Three Houses [25] and The Banner Saga [26] are examples of video games in this subgenre.
- Rogue-like: The name of this subgenre derives from the Rogue video game [27]. In Rogue, players control a character that explores a dungeon, fight monsters, collects treasures, and progressively becomes more powerful. The main challenge of this video game lies in not allowing players to save their game, and upon restarting a level, the dungeon becomes completely different, i.e., a new level is generated. This prevents players from learning the layout of the dungeon, as well as the location of treasures and points of interest. However, Rogue-like video games, despite their high difficulty, are not only continuous-action video games—Slay the Spire [28], being a deck-building card game (it involves collecting cards for players to construct their decks during the game; in a deck-building card game, each player starts with a limited set of cards, and throughout the game, players add cards to their deck to enhance their ability to play and develop strategies), becomes an example of a turn-based Rogue-like RPG. The Rogue-like subgenre is typically characterized by several key game design components, including the procedural generation of levels (randomly generating maps through an algorithmic process, allowing for increased replay value and also conserving the space occupied by the video game—this process was a significant breakthrough when the Rogue video game was released) and/or items, turn-based combat and/or gameplay, and permanent death—wherein players, upon defeat, restart the game from the beginning;
- Action RPG: This subgenre is generally defined by two characteristics: real-time combat and a simplified character-development system. Instead of emphasizing tactical planning and decision-making, as seen in tactical RPGs, action RPGs integrate the need for players to test dexterity and reflexes in gameplay. The simplified development and evolution of characters have made the subgenre more accessible to players who are discouraged by the complexity of more traditional RPGs. The Tower of Druaga [29] was the first video game in this subgenre; however, it was only in 1996 with the Diablo video game [30] that action RPGs proliferated more widely.
- JRPG: JRPGs are RPGs created in Japan, generally emphasizing narrative and character building, as well as a turn-based combat system. This subgenre is known for detailed and fantastical worlds, memorable characters, and complex stories. Some popular examples of JRPGs include the Final Fantasy series [31], Dragon Quest series [32], and Persona series [33]. Since the release of the iconic Dragon Quest, JRPGs have become one of the most popular subgenres in Japan and worldwide. The Final Fantasy franchise [31] is an example of lasting success, with over 30 years of history and more than 175 million copies sold worldwide [34]. JRPGs often feature a turn-based combat system, allowing players to plan their actions in advance and strategically, rather than simply reacting to situations in real time. This system is seen as more complex and demanding, appealing to players seeking a more intellectual challenge.
3.2. Video Games
3.2.1. Hades Video Game
3.2.2. Final Fantasy VII Remake Video Game
3.2.3. Disco Elysium Video Game
3.3. Questionnaires
3.3.1. General Information about Participants’ Experience in Video Games
3.3.2. Challenge Originating from Recent Gameplay Interaction Scale (CORGIS)
3.3.3. Questionnaire of Player Immersion in Computer Game Narrative (QPICGN)
3.4. Participants
3.5. Procedure
3.5.1. First Phase
- Identification with the RPG genre: Participants should express interest and affinity with RPGs, acknowledging themselves as players of this specific genre of video games.
- Absence of previous experience with the study’s video games: Participants should not have played any of the three specific video games selected for this research, ensuring that players had no prior influences that could affect perceptions and responses during the research.
- Weekly game time: Participants were required to have a weekly game time of more than five hours. This requirement was established to include players who demonstrated a minimum level of weekly commitment to video games, in contrast to those who, although having previous experience, no longer played as frequently.
- The highest overall experience level available (if unique);
- Having one or more RPG games on the list of games usually played;
- The highest level of experience in the games usually played;
- The number of hours played per week;
- The sum of the number of hours spent in the RPG genre from the list of games usually played.
3.5.2. Second Phase
- Initially, the data-collection room was exclusively reserved for the participation of a single player in each intervention. This approach aimed to create a quieter environment, free from distractions, seeking to maximize player immersion during gameplay.
- Each player was allotted a total of 75 min to interact with each of the three selected video games. This timeframe was determined based on the estimated time players take to complete tutorials in the three video games, recognizing the importance of overcoming this initial learning phase. This stage was considered essential for a more in-depth understanding of mechanics and a more comprehensive introduction to each game’s story. The goal was to ensure an adequate duration for players to explore different aspects of each video game, engage with the narrative, and become minimally familiar with gameplay.
- Additionally, an average additional period of 5 min was allocated for the player to respond to the provided surveys using a Wi-Fi-connected iPad, as the surveys were digital. This post-gameplay phase aimed to gather information immediately after the player finished playing. It was during this moment that players responded to the CORGIS and QPICGN questionnaires, aiding in measuring perceived challenge and narrative immersion for each player in each respective video game.
4. Results and Discussion
5. Conclusions
5.1. Main Findings
- Holistic understanding of RPGs: The adopted approach, encompassing the assessment of three distinct RPG subgenres, offered a comprehensive view of the complex relationship between challenge and narrative immersion. This analysis transcended specific game details, providing a global perspective, and revealing relevant trends for various contexts within this genre.
- Guidance for game design: The findings are valuable for game designers, emphasizing the importance of balancing different types of challenges to create engaging experiences. For instance, the significant correlation between emotional challenge and narrative immersion suggests that evoking emotional responses in players is essential for crafting an engaging narrative.
- Statistical validity: The study results present statistically significant correlations, confirming the relationship between challenge and narrative immersion in RPGs. This offers robust evidence of the influence of challenge on player experiences in this genre.
- Contribution to academic knowledge: This study contributes to the field of video games by providing a detailed analysis of a fundamental aspect of player experience. It expands general knowledge, more specifically in the RPG genre, about the intricate interaction between challenge and narrative immersion in video games.
5.2. Limitations
5.3. Future Work
- Expanded and diversified sample: Significantly increase the number of participants to obtain a more representative sample. This will allow a more robust understanding of dynamics between challenge and immersion, covering a variety of player profiles, from novices to veterans.
- Comprehensive inclusion of RPG subgenres: Expand the study to encompass all RPG subgenres, including JRPG. This approach will provide a holistic view of correlations across the entire RPG spectrum.
- Individual analysis of subgenres: Develop focused studies on each RPG subgenre, allowing a more detailed analysis of specific correlations in contexts like Rogue-like, tactical RPG, action RPG, and JRPG. Subsequently, a comparison between these subgenres can be conducted to highlight differences and similarities.
- Incorporation of advanced biometric/emotional state measures: Integrate biometric measurement techniques such as Electroencephalogram (EEG) and Electrocardiogram (ECG) or Galvanic Skin Response (GSR) or the analysis of player emotions through facial expressions to provide a deeper perspective on cognitive and emotional processes during gameplay. This will allow a more objective and detailed analysis of player responses.
- Specific investigation into online RPGs: Extend the study to include online games, especially Massively Multiplayer Online Role-Playing Games (MMORPGs). This expansion will explore the unique nuances of challenge and immersion interactions in highly social and collaborative video game contexts.
- Extrapolation of methodology to different game genres: Apply the methodology to a variety of video game genres, such as First-Person Shooter (FPS), adventure, puzzle, sports, among others. This approach can provide an interesting comparison of dynamics between perceived challenge and narrative immersion in each of these genres.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Appendix B
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Video Game Title | Subgenres | Nomination Year | Winner |
---|---|---|---|
Hades [35] | Rogue-like | 2020 | No |
Final Fantasy VII Remake [36] | Action RPG | 2020 | No |
Disco Elysium [37] | Tactical RPG | 2019 | Yes |
Survey: Purpose | Cronbach α | Mean ± SD |
---|---|---|
CORGIS: cognitive challenge (COG) | 0.778 | 4.642 ± 0.919 |
CORGIS: emotional challenge (EMO) | 0.747 | 4.504 ± 1.363 |
CORGIS: performative challenge (PERF) | 0.957 | 3.493 ± 1.940 |
CORGIS: decision-making challenge (DM) | 0.712 | 4.048 ± 1.032 |
CORGIS: perceived challenge | 0.780 | 4.183 ± 0.721 |
QPICGN: narrative immersion | 0.833 | 5.156 ± 0.628 |
Survey: Purpose | COG | EMO | PERF | DM | CORGIS | QPICGN |
---|---|---|---|---|---|---|
CORGIS: cognitive challenge (COG) | 1 | |||||
CORGIS: emotional challenge (EMO) | 0.332 | 1 | ||||
CORGIS: performative challenge (PERF) | 0.380 * | −0.432 * | 1 | |||
CORGIS: decision-making challenge (DM) | 0.199 | 0.333 | −0.141 | 1 | ||
CORGIS: perceived challenge | 0.818 ** | 0.419 * | 0.534 ** | 0.481 ** | 1 | |
QPICGN: narrative immersion | 0.130 | 0.366 * | 0.198 | 0.338 | 0.469 ** | 1 |
Inquiry: Purpose | Parameter | COG | EMO | PERF | DM | CORGIS |
---|---|---|---|---|---|---|
QPICGN: narrative immersion | r | 0.130 | 0.366 * | 0.198 | 0.338 | 0.469 ** |
p | 0.494 | 0.047 | 0.295 | 0.068 | 0.009 | |
n | 30 | 30 | 30 | 30 | 30 |
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Domingues, J.M.; Filipe, V.; Carita, A.; Carvalho, V. Understanding the Impact of Perceived Challenge on Narrative Immersion in Video Games: The Role-Playing Game Genre as a Case Study. Information 2024, 15, 294. https://doi.org/10.3390/info15060294
Domingues JM, Filipe V, Carita A, Carvalho V. Understanding the Impact of Perceived Challenge on Narrative Immersion in Video Games: The Role-Playing Game Genre as a Case Study. Information. 2024; 15(6):294. https://doi.org/10.3390/info15060294
Chicago/Turabian StyleDomingues, José Miguel, Vítor Filipe, André Carita, and Vítor Carvalho. 2024. "Understanding the Impact of Perceived Challenge on Narrative Immersion in Video Games: The Role-Playing Game Genre as a Case Study" Information 15, no. 6: 294. https://doi.org/10.3390/info15060294
APA StyleDomingues, J. M., Filipe, V., Carita, A., & Carvalho, V. (2024). Understanding the Impact of Perceived Challenge on Narrative Immersion in Video Games: The Role-Playing Game Genre as a Case Study. Information, 15(6), 294. https://doi.org/10.3390/info15060294