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Presence and engagement in an interactive drama
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Conference on Human Factors in Computing Systems archive
Proceedings of the SIGCHI conference on Human factors in computing systems table of contents
San Jose, California, USA
SESSION: Trust & engagement table of contents
Pages: 1475 - 1484  
Year of Publication: 2007
ISBN:978-1-59593-593-9
Authors
Steven Dow  Georgia Institute of Technology, Atlanta, GA
Manish Mehta  Georgia Institute of Technology, Atlanta, GA
Ellie Harmon  Georgia Institute of Technology, Atlanta, GA
Blair MacIntyre  Georgia Institute of Technology, Atlanta, GA
Michael Mateas  University of California: Santa Cruz, Santa Cruz, CA
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

In this paper we present the results of a qualitative, empirical study exploring the impact of immersive technologies on presence and engagement, using the interactive drama Façade as the object of study. In this drama, players are situated in a married couple's apartment, and interact primarily through conversation with the characters and manipulation of objects in the space. We present participants' experiences across three different versions of Façade -- augmented reality (AR) and two desktop computing based implementations, one where players communicate using speech and the other using typed keyboard input. Through interviews and observations of players, we find that immersive AR can create an increased sense of presence, confirming generally held expectations. However, we demonstrate that increased presence does not necessarily lead to more engagement. Rather, mediation may be necessary for some players to fully engage with certain interactive media experiences.


REFERENCES

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Collaborative Colleagues:
Steven Dow: colleagues
Manish Mehta: colleagues
Ellie Harmon: colleagues
Blair MacIntyre: colleagues
Michael Mateas: colleagues