Proposal





IMMERSION & ADDICTION
IN VIDEO GAMES
A Research Proposal
By
Chong Tze Zhern, Joel
Interactive Media Design Pathway
Level 6
Critical & Cultural Studies
(6FTC1075)
Assignment 1: Essay Proposal
703 words
for
The School of Creative Arts
Faculty of Creative Arts
University of Hertfordshire, UK
in partnership with
The One Academy, Malaysia.
in
partial fulfilment of the requirements for the
Degree of Bachelor Arts (Honours)
on 7th July, 2017




Research Introduction & Question(s)

Video gaming is a common leisure activity in the world today, not only amongst
tech-savvy children and youths, but grown adults as well. A reason for the popularity
of video games can be attributed to their entertainment value and immersive
qualities, offering many people a chance to break away from reality. According to
Statista.com, there are 2.6 billion people worldwide who are playing some form of
electronic game on their personal computers, consoles, and mobile devices.
Unfortunately, a percentage of players take their break too far and become addicts.
Sciencedaily.com estimated back in the year 2009, one in tenth player interviewed
identified themselves as being a video game addict. Numerous studies and experts
have offered various reasons for this extreme. Some may blame the players, while
others suggest that game developers may have unintentionally innovated the
immersiveness of their game too far, or could be intentionally designing user
experiences that encourages addictive behavior.
Given the worrying number of game addicts, the essay proposed will seek to :
- Examine the main elements behind a successful immersive gaming experience.
- Identify and discuss the features that may make a game so immersive that it
becomes addictive.
Research Topic Concepts & Experts
A common concept shared by games considered to be critically-acclaimed ranges
from stylistic art presentations and gameplay mechanics to gameplay narrative. All
this is part of the immersive experience. But what defines immersion? Immersion is
generally understood as the experience of being ‘lost’ in a particular experience
(Brown, 2004). Certain common key elements that help expand on immersion come
into play as well; from rules of the game, the player’s role, the challenges the player
will face, etc (Rollings, 2003). Another interesting point to note is Narrative in
gaming. While some games such as Tetris, Blix and Snood has proven that you
don’t need narrative to create an immersive game, Narrative in gaming holds such a
huge role of importance that one would only get rid of narrative as a framework for
thinking about games only at one’s own risk. (Jenkins, 2003).

Research Scopes and Format
The focus of this study is to help us achieve an understanding behind the main
elements and strategies employed my gaming developers to create immersive game
design. This essay is written from the perspective of a fellow designer. There is a
possibility that this research would cover multiple discussions over the psychology of
gamers in order to understand how developers exploit these traits to create the ideal
game for target audiences and how these factors lead to addiction. There are
several challenges I expect to encounter in this line of research namely; Having one
too many experts state their opinion on this subject, and it’s up to me to crossexamine
each one in order to find the best reliable source to fortify my research. I
selected this area of study because I have a personal interest in gaming
development myself and this provides me much needed insight.

Research Outcome & Relevance
In this research, we hope to discover the elements behind the popularity of video
games. We also hope to identify the importance of narrative in gaming and its
relevance in creating immersive gameplay. It is important for designers in the field of
immersive and interactive media to understand the key elements and tactics used to
create immersive media. This research also hopes to shed more light by going
beyond what’s inside the game and explore other factors that may create immersive
gaming including marketing, user reward, multi-player platforming, etc.

Research and Industry Ethics
There should be minimal ethical concerns as I mainly use secondary sources without
need for explorative or first-hand experience and research. There are some
concerns regarding Industry Ethics however as I’m required to research the target
audience and may have to conduct surveys to affirm my understanding of gamers.
Research Feasibility & Timeline
The proposed research is highly feasible as the understanding of design, concept
and development in gaming is imperative when seeking to design immersive media.
Annotated Bibliography
Aarseth, E., S. Smedstad, and L.Sunnana. "A Multi-Dimensional Typology of
Games." In Level Up: Digital Games Research Conference 2003, Utrecht, The
Netherlands, 2003.
Adams, E., Rollings, A. On Game Design. New Riders Publishing, 2003.
Charlton, J. P. (2002). A factor-analytic investigation of computer ‘addiction’ and
engagement. British Journal of Psychology, 93, 329–344.
A very informative book on defining the term ‘addiction’ and its connection to
computing (and gaming to an extent).
Charlton, J. P., & Danforth, I. D. W. (2007). Distinguishing addiction and high
engagement in the context of online game playing. Computers in Human Behavior,
23(3), 1531–1548.
Crawford, C. The Art of Computer Game Design. Osborne/McGraw-Hill, Berkeley,
1984.
Ermi, L. Mayra, F (2004) "Fundamental Components of the Gameplay Experience:
Analyzing Immersion." Worlds in Play: International Perspectives on Digital Games
Research, pp. 37-54.
A compilation of expert opinions on subject of gaming and the factors behind
its commercial success.
Gomes, R. (2007) "The Design of Narrative as an Immersive Simulation" Worlds in
Play: International Perspectives on Digital Games Research, pp. 55-62.
Jenkins, H. (2005) “Game Design Narrative Architecture” First Person, pp. 118-129.
An informative section regarding the importance of narrative in gaming. Also
contains a cross-examination of the subject alongside the arguments of two separate
experts.
Salen, K., and E. Zimmerman. Rules of Play: Game Design Fundamentals.
Cambridge, Massachusetts, The MIT Press, 2004.
Zagal, J., M. Nussbaum, and R.Rosas. "A model to Support the Design of
Multiplayer Games." Presence: Teleoperators and Virtual Environments 9(5) (2002):
448-462.

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