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1 Perceived Digital Game Realism: A Quantitative Exploration of its Structure. Wannes Ribbens Centre for Media Culture and Communication Technology, K.U. Leuven Parkstraat 45 bus 3603 B-3000 Leuven [email protected] Steven Malliet Centre for Media, Policy and Culture, University of Antwerp Media, Arts and Design Faculty, University College of Limburg

Ribbens, W., Malliet, S. (2010). Perceived digital game realism: A quantitative exploration of its structure. Presence, 19(6), 585-600

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Perceived Digital Game Realism:

A Quantitative Exploration of its Structure.

Wannes Ribbens

Centre for Media Culture and Communication Technology, K.U. Leuven

Parkstraat 45 bus 3603

B-3000 Leuven

[email protected]

Steven Malliet

Centre for Media, Policy and Culture, University of Antwerp

Media, Arts and Design Faculty, University College of Limburg

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Abstract

In this paper a quantitative exploration is presented of the concept of perceived digital game

realism, based upon the frameworks described by Malliet (2006) and Shapiro, Peña-Herborn, &

Hancock (2006). The concepts and categories outlined in both studies are complemented with an

additional literature study and subjected to an exploratory factor analysis. Principal axis factoring

was performed on items completed by 385 respondents whose ages ranged between 15 and 19

years. Seven factors of perceived game realism were identified: simulation, freedom of choice,

character involvement, perceptual pervasiveness, authenticity regarding subject matters,

authenticity regarding characters, and social realism. These findings are to a considerable extent

congruent with the theoretical framework.

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Perceived Digital Game Realism: A Quantitative exploration of its Structure

The relationship between the virtual worlds of digital games and the real world of everyday

life has attracted the attention of scholars for over two decades. The academic investigation of

digital games as cultural forms has produced results on subjects such as player-game

relationships (Hartmann & Vorderer, 2010; Klimmt, Schmid, Nosper, Hartmann, & Vorderer,

2006; Myers, 1984), virtual identification (Klimmt, Hefner, & Vorderer, 2009; Konijn, Bijvank,

& Bushman, 2007; Turkle, 1995; Williams, Consalvo, Caplan, & Yee, 2009), immersion

(Herrington, Reeves, & Oliver, 2007; McMahan, 2003; Murray, 1997) and agency (Frasca,

2001a; Laurel, 1993). Economists have been fascinated with the virtual economy that

characterizes MMORPG's such as World of Warcraft (Castranova, Williams, Huang, Shen,

Keegan, & Ratan, 2009), or with the possibilities for marketing or advertising these worlds offer

(Nelson, Heejo, & Yaros, 2004). From a political point of view, the impact of virtual decision-

making on real-life empowerment has been investigated and debated (Castranova, 2005; Cover,

2004; Frasca, 2001b; Laurel, 1993). Others have explained the attractions of electronic game

play in terms of mental processes wherein the player's personal identity is mapped to the

narrative or ludic reality created within a game (Grodal, 2000; Jansz, 2005).

Although many authors with backgrounds in different disciplines have empirically

investigated related constructs, the explicit study of digital game realism has mainly been

performed from a theoretical or qualitative perspective (Bell, 2003; Galloway, 2004; Juul, 2005).

As has recently been demonstrated there is a growing need for a more accurate understanding of

the subject in research that focuses on the psychological or social characteristics of electronic

game play from a quantitative point of view. Many content analyses of digital game play have

been performed, accounting for game realism as a function of the realism that is included in a

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game's graphics (Dietz, 1998; Provenzo, 1991; Smith, Lachlan, & Tamborini, 2003).

Experimental setups and survey designs have been used to investigate the difference between

realistic and unrealistic depictions of violence, and have operationalized this difference in terms

of the graphical qualities of the games that are debated (Anderson & Dill, 2000; Ivory &

Kalyanaraman, 2007). Others have pointed out that a larger framework is needed that extends

these notions to include rule-based and narratological aspects as well (Consalvo & Dutton, 2006;

Malliet, 2006). In research on digital game-based learning, these aspects have also been

forwarded as determinants of an effective gaming experience where learning outcomes such as

cognitive development are achieved (Nadolski, Hummel, van den Brink, Hoefakker, Slootmaker,

Kurvers, & Storm, 2008). Finally, a good understanding of social realism and perceptual realism

(McMahan, 2003) or of elements relating to the realism of puzzles and problems (Hung & Van

Eck, 2010) could help game developers in designing experiences that are meaningful, instructive

or engaging.

Literature Overview: Perceived Realism as a Multi-dimensional Construct

The investigation of perceived media realism does not focus on the ontological question

whether a media text is realistic, but on the socio-psychological question whether a media text is

perceived as realistic by its target audience. This is important because research suggests that user

perceptions can be better predictors of behavioral outcomes than the features of the medium

itself (Potter, Pashupati, Pekurny, Hoffman, & Davis, 2002). The construct of perceived realism

has received considerable attention from media scholars because the belief exists that it plays a

central role in the cultivation and social learning effects associated with heavy media use

(Busselle & Greenberg, 2000; Potter, 1988; Shapiro, Peña-Herborn, & Hancock, 2006).

Two published studies have been performed with respect to the dimensional structure of

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perceived game realism (Malliet, 2006; Shapiro, et al., 2006). Malliet (2006) identifies five

constituents of perceived game realism: factuality, authenticity, character involvement,

perceptual pervasiveness and digital games as a virtual experience. Shapiro et al. (2006) make

the distinction between four elements that are constitutive of the overall illusion of reality created

during digital game play: typicality, character types, character judgments and emotion. In this

section a theoretical typology of perceived game realism will be presented, based upon both

studies and an additional literature review. Six constituents will be debated: factuality,

authenticity, social realism, character involvement, perceptual pervasiveness, and simulational

realism.

Factuality

In television research ‘factuality’ has been considered a main constituent of perceived

realism for over two decades. Different authors have used different definitions and

operationalizations for this concept. Potter (1986; 1988), following Hawkins (1977), refers to the

construct as ‘magic window realism’: the belief that television provides a literal and unmediated

view upon the real world. Potter (1986; 1988) discerns another, related construct: that of

‘perceived utility’, which can be thought of as the degree to which consumers consider the

messages conveyed within a medium valuable and educational in real life. Another related

construct is that of ‘identity’: if one perceives a similarity between a fictional character and one

or more persons in real life, there is a considerable chance that one will label the representation

as true or realistic (Potter, 1988).

The common denominator in these different definitions of factuality is the literal

congruence between the diegetic world of the media screen and the real world of everyday life.

While most research on this aspect of media realism has been performed in the context of

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television research, a number of researchers have translated it to the domain of digital game

studies. Implicitly, in many investigations on the psychological effects of violent game play, the

theoretical argument has been formulated that the more a virtual act of violence resembles a real

act of violence, the more it is expected to instigate a social learning effect (Anderson, Gentile, &

Buckley, 2007; Cooper & Mackie, 1986). Explicitly, Malliet (2006) described 'factuality' as an

important contributor to a game's overall impression of reality. Especially in specific contexts

such as the army or sports, his respondents reported having a lot of confidence in the game

developers' ability to mimic the acts of a real-life sports activity or warfare situation. Shapiro et

al. (2006) point out that the detailed presentation of real-life locations and settings may

contribute to the impression of factual realism created in a digital game.

Authenticity

Although the idea of the media screen as a window upon reality constitutes one of the first

and most persistent conceptions of media realism, many authors have recognized the need to

study the subject from a larger perspective. Dorr (1983), for instance, points out that very often

the construction of a real life-like media environment is not a prime concern to the producers of

televised fiction. Similarly, Hawkins (1977) argues that the spectators of a television show

usually do not expect it to reflect daily life. Unrealistic as it might be on a factual level, a product

of media fiction is nevertheless attributed a degree of realism because it demonstrates similarities

with daily life. Such media texts are not referred to as real, but as probable, typical or plausible

under certain circumstances (Hall, 2003). Shapiro & Chock (2003a; 2004) make a distinction

between ‘the absolute perceived reality’ and ‘the relative perceived reality’ of a media text. The

first notion refers to the perceived statistical likelihood that a depicted event could happen in the

real world (and as such refers to the factual realism of a media text). The latter notion refers to a

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hypothetical sense of reality. With respect to digital game realism, the argument has been

forwarded that players are offered a highly personalized and subjective experience that is not

necessarily referred to as real, but rather as authentic (Bell, 2003). Shapiro et al. (2006) observe

that the addition of elements that are typical of everyday life enhances the illusion of reality

created in a digital game story. Malliet (2006) adds to this that the makers of a game may

succeed in expressing an emotionally convincing or poetic message. As a consequence, game

titles such as Baldur's Gate (1998) or Final Fantasy (1987) can be perceived as emotionally

realistic or authentic, even though the main action takes place in a fantasy setting.

Social Realism

In the definition provided by Galloway (2004) social realism deals with aspects of

authenticity: aspects that highlight a perceived similarity between a person's social life and the

actions or storylines that unfold in a digital game. Galloway (2004) defines realistic games as

“those games that reflect critically on the minutia of everyday life, replete as it is with struggle,

personal drama and injustice.” Galloway's definition corresponds closely to a number of notions

that have been forwarded in television research, including social expectations (Hawkins, 1977)

or social realism (Busselle & Greenberg, 2000; Wright, Houston, Reitz, & Piemyat, 1994). Other

authors have focused on the intrinsic social characteristics of online or LAN-based game play,

and have argued that in-game social relationships can be constructive of a game's overall reality

impression (Castranova, 2005).

Character Involvement

Several concepts have been used in order to explain the experience of acting out a character

in a digital game environment - most notably presence (Klimmt & Vorderer, 2003; Lee, 2004),

telepresence (Minsky, 1980), virtual presence (Sheridan, 1992), immersion (Murray, 1997),

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engagement (McMahan, 2003), and virtual introjection (Van Looy, 2005). A central issue within

each of these theories is the observation that games should be considered a lean-forward

medium, where the player is not only a spectator but also an active contributor to the actions that

take place (see Jansz, 2005). Calleja (2007) explains the experience of realness created in a game

in terms of an overall process where the player is simultaneously identifying with a character and

acting out this character. Konijn et al. (2007) found empirical support for the assertion that a

stronger identification with the main protagonist in a shooting game results in an enhanced sense

of player immersion and consequently, in a stronger effect on post-game aggression. Similarly, a

number of studies have demonstrated that the player's moral orientation towards the narrative has

an impact on the enjoyment derived from playing violent games (Klimmt et al, 2009; Hartmann

& Vorderer, 2010). Shapiro et al. (2006) distinguish three aspects that are relevant in the context

of perceived realism based upon character involvement: the presence/absence of personalised

player characters, the degree of moral judgment required, and the degree to which unexpected

emotions are encountered during game play.

Perceptual Pervasiveness

Graphical realism is probably the one characteristic of digital games that attracts the most

attention in public debate. Over the last couple of years, several video game titles have been

heavily criticized for offering increasingly realistic depictions of violent activity (Anderson &

Dill, 2000; Farrar, Krcmar, & Nowak, 2006; Carnagey, Anderson, & Bushman, 2007). In self-

regulating rating systems such as the Pan European Gaming Information (PEGI) system or the

American Entertainment Software Rating Board (ESRB) system, graphical explicitness is used

as a main criterion for assigning labels to games. Graphical realism is also the aspect of digital

game realism that is most often highlighted in video game effect research. The logic behind this

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appears to be that, the greater the ability of a game to create a compelling, realistic experience,

the stronger the impact this game will have on the attitudes and behaviors of adolescent players

(Malliet, 2006). Malliet (2006), following Hall (2003), defines ‘perceptual pervasiveness’ as “the

degree to which a text creates a compelling visual illusion, independent of the degree to which

the content of the text may relate to real-world experience” (p. 637). This definition extends

beyond the strict notion of graphical realism and also accounts for the accurate representation of

real-life movement, facial expressions, locations and sounds. From this perspective the

audiovisual qualities of futuristic games such as Halo: Combat Evolved (2001) have been

described as overwhelming, and have been accounted for as realistic even though the locations

and characters do not resemble locations or characters that exist in real life (Malliet, 2006).

Simulational Realism

Digital game theory has emphasized the importance of studying the programmed rules of

games and the different types of behavior that are made possible within these rules (Eskelinen,

2001; Frasca, 2003; Juul, 2005). Games have been described as realistic because they consist of

real rules that players actually interact with (Juul, 2005). This type of game realism encompasses

a number of aspects, all relating to the notion that game play is a relevant experience in a

person's daily life, bearing equal importance to any other activity one might perform.

A first notion that has been given strong importance from this point of view is that of the

digital game as a laboratory experience (Frasca, 2003; Jansz, 2005). Players are given the

opportunity to safely experiment with the outcome of different types of behavior, without being

exposed to any real-life risks. As such, a game's degree of realism is often judged as a function of

the accuracy to which the programmed rules reflect the rules that govern daily life behavior

(Malliet, 2006). A second feature that characterizes the virtual experience offered in digital

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games is that of ‘freedom of choice’. Players of digital games enjoy a considerable degree of

freedom in the virtual world, and are given the opportunity to make choices. The more these

choices reflect the choices one encounters in daily life, the more a game is described as

simulationally realistic (Malliet, 2006). Thirdly, the argument has been made that, in a digital

environment, the user is offered the illusion of an unmediated experience (Bolter & Grusin,

1999). Especially with younger generations, who have grown up with digital media and who

have come to accept many digital applications as social artifacts, these applications are being

communicated with as if they are part of real life (Turkle, 2005). This is in line with studies

conducted at the Center for the study of Language and Information at Stanford University,

indicating that the interactions of people with technology are “fundamentally social and natural,

just like interactions in real life” (Nass & Reeves, 1996, p. 5). Similarly, the point has been raised

that virtual worlds should be considered hybrid places: virtual because they only exist in a digital

form, but at the same time real since they succeed in invoking recognizable structures of real

places (Dodge, 1999, p. 4). Finally, Shapiro et al. (2006) explain that the pace and complexity of

a game may impact the player's perceptions of realism. Highly complex games may require a

strong mental effort of the player in order to correctly judge the developers' intention to create a

realistic environment. In games of lower complexity the player will make a correct judgment of

the developers intentions more easily.

This Study: Methods

In order to explore a possible underlying structure of perceived game realism, several high

schools located in both rural and urban Flanders were contacted and administered a standardized

questionnaire. Respondents filled in the questionnaire in an assembly setting while being

monitored in order to avoid consultations between students. Flemish youngsters whose age

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ranged between 15 and 19 years were targeted, as studies indicate that a large majority of this

age group plays digital games (OIVO, 2010). According to Shapiro (2003b), the reality

judgments of these respondents are multi-dimensional and more strongly influenced by

conceptual and abstract elements, surpassing the mere physical characteristics of the medium.

In order to examine the internal consistency of the scales and to evaluate the intelligibility

of the items, a pre-test was conducted with 84 respondents.

Subsequently, a sample was drawn of 521 Flemish respondents. Principal axis factoring

with oblique rotation (direct oblimin) was performed on the items on which all participants had

answered. Thus, only respondents who had answered all relevant questions were included in the

analysis (N=385).1 Following Kline (1994) the sample size was considered adequate for

performing an exploratory factor analysis with this amount of variables. Since the use of

eigenvalues often results in substantial overfactoring or underfactoring, the decision was made to

use parallel analysis to determine the cut-off point. A visual inspection of the scree plot was used

to support this decision. Finally, following Field (2005) all items with factor loadings below .5

were deleted. In sum, the decisions made are in line with the methodology prescribed by

Fabrigar, Wegener, MacCallum, & Strahan (1999), Kline (1994) and Preacher & MacCallum

(2003).

Measurements

Because most scales concerning perceived media realism have been constructed in the context of

television research, a video game-specific instrument was developed. If possible, items

originating from television research, were adapted to fit in a electronic game context. In other

1 Listwise deletion was used as suggested by Field (2005). As such, an entire record is excluded from the analysis if a participant has missing data for one variable. Given that 1) 73,8% of the respondents filled in the entire questionnaire 2) 92.7% filled in more than 90% of the relevant questions and 3) non-respons on variables seems random, we believe this non-response rate is not problematic.

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cases new items needed to be constructed.

Factuality. The sub categories of ‘factuality’ were derived from Potter (1986, 1988)’s

concepts of ‘magic window realism’, ‘utility’ and ‘identity’, and modeled to fit in a digital game

context. Each sub category was assessed using a 5-point Likert scale, ranging from ‘totally not

agree’ to ‘totally agree’.

Social realism. A 5-point Likert scale measuring the concept of ‘social realism’ was based

on items used by Hawkins (1977) and Wright, et al. (1994) .

Authenticity. Theoretically, the construct of ‘authenticity’ was split up in the categories of

‘plausibility’, ‘absolute perceived realism’ and ‘relative perceived realism’. ‘Plausibility’ and

‘absolute perceived realism’ were measured using a 5-point Likert scale containing six items.

‘Relative perceived realism’ was operationalized by means of five items. All items in this

category were self-constructed, according to the theoretical purpose of this study.

Character involvement. At the time the investigation was performed no single scale

incorporated elements of physical presence, social presence and self-presence as operationalized

by Lee (2004). A new 5-point scale was constructed based on empirical studies found in general

literature on the construct of presence (e.g., Poels, de Kort, & IJsselsteijn, 2007).

Perceptual pervasiveness. Six items on a 5-point Likert scale were rated by respondents to

gather the required information for ‘perceptual pervasiveness’.

Simulational realism. A new 5-point Likert scale was formed with response categories

ranging from ‘totally not agree’ to ‘totally agree’. Each sub category discussed above was

operationalized by means of three or more items.

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Results

Pre-test

The mean age of the participants was 16.62 years. The division between different types of

education was as follows: 65% attended a General Secondary School, 35% attended a Technical

Secondary School.2 The division boys/girls was 60%/40%.

The pre-study was designed to test the internal consistency of the scales, and to verify

whether the participants understood every question. Seven items were removed because the

respondents indicated that they did not understand those questions very well. In general, most

scales proved to be one-dimensional. Nevertheless, some items were removed because they did

not load on the presumed factor. Each concept qualified for at least three items. Highest possible

reliability scores are shown in appendix A. The results suggest that the scales were constructed

with mixed success – a finding for which three explanations can be given. First, the possibility

exists that the items were not coherent, which means a threat to the validity of the scales. Second,

it is possible that the discerned constructs are incorrect and are not valid constituents of

perceived game realism. Third, a small and unrepresentative sample was used to examine issues

such as internal reliability and consistency. Given that the second possibility cannot be ruled out,

the decision was made to use the same questionnaire, with exception of the removed items

mentioned above.

Exploratory Factor Analysis

The final sample consisted of 385 Flemish high school students. The mean age of the

participants was 16.78 years, and the boys/girls ratio was 61.6% / 38.4%. A distortion concerning

gender exists, which can be attributed to the predominance of male orientated courses in

2 More information on the Flemish educational landscape can be found at

http://www.ond.vlaanderen.be/publicaties/eDocs/pdf/120.pdf.

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Technical Secondary Schools. The division between the different types of education was as

follows: 43.7% attended a General Secondary School, 46.4% attended a Technical Secondary

School and 9.9% attended a Vocational Secondary School. Prior to performing the exploratory

factor analysis, the suitability of the data for factor analysis was assessed. Closer examination of

the correlation matrix exposed many coefficients above .3. The Kaiser-Meyer-Olkin Measure of

sampling adequacy is .893, exceeding the minimum recommended value of .6 (Kaiser, 1970).

Finally, the Bartlett’s Test of Sphericity (Bartlett, 1954) reached significance, supporting

factorability of the correlation matrix.

Principal axis factoring revealed 12 factors with eigenvalues larger than 1. The parallel

analysis, however, showed only seven factors with eigenvalues exceeding the corresponding

criterion values for a randomly generated data matrix of the same size (48 variables x 385

respondents). This, in combination with a closer visual inspection of the scree plot, suggested

retaining only seven factors. The seven-factor solution, included in appendix B, explained a total

of 49.93 % of the variance. The contribution of the different factors to the total variance is

reported in table 1.

Table 1

Initial eigenvalues and variance explained of the seven-factor solution

Factor Initial

Eigenvalues

% of Variance Cumulative %

Simulational realism 11,167 23,265 23,265

Freedom of choice 3,295 6,865 30,130

Character involvement 2,832 5,900 36,030

Perceptual pervasiveness 1,937 4,035 40,065

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Authenticity regarding subject

matters

1,719 3,581 43,646

Authenticity regarding characters 1,532 3,191 46,837

Social realism 1,486 3,095 49,931

The analysis of the seven-factor solution will be briefly discussed first. Subsequently, a

number of general findings will be reported.

The factor solution. The most important factor was comprised of six items from the

construct ‘simulational realism’. The subdivisions that were made within the category of

‘simulational realism’ thus partly collapse into one factor. Especially those items have been

retained that deal with the degree of realism associated with free exploration of the game world.

As such the factor corresponds closely to the idea of the digital game as a laboratory experience,

as forwarded by authors such as Frasca (1999, 2001b, 2004), Jansz (2005) and Turkle (1995).

Recent research has also suggested that the meaningfulness of the video game world can

contribute to an increased feeling of presence, thereby increasing the perceived realness of the

experience directly (Ribbens & Vanden Abeele, 2008; Witmer, Jerome, & Singer, 2005). In

summary, this factor refers to the need for creating a ‘credible simulation’ in order for a video

game to be judged realistic.

The second factor consisted of items used to operationalize the concept theoretically put

forward as ‘freedom of choice’. When important decisions are left to the player, a feeling of co-

authorship might arise (Kücklich, 2003) invoking a higher sense of realism. Hence, being able

‘to do whatever you want’ increases the overall sense of realism created within a digital game.

This coincides with the findings of Malliet (2006).

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The third factor corresponds with the theoretical concept of ‘character involvement’. The

items retained especially contain references to ‘physical presence’, ‘social presence’ and ‘self

presence’. According to this factor, for a game to be labeled realistic players should have the

impression that they are part of the game – an impression Bolter and Grusin (1999, p. 31) refer to

as ‘immediacy’. This sensation is increased when players strongly believe that the characters in a

digital game are actual persons. Because of the high congruence between the predefined concept

of ‘character involvement’, the term ‘character involvement’ is used to describe this factor.

A fourth factor of perceived game realism consisted of items referring to the graphical

qualities of computer games. These items all stress the importance of compelling graphics as

contributors to an overall reality impression. Players do not necessarily judge a game’s

representational accuracy, but rather the sensory intensity and impressiveness of the experience

(Hall, 2003; Busselle & Greenberg, 2000). As explicated in the theoretical framework,

‘perceptual pervasiveness’ is situated mainly on a representational level.

Factors five and six made it necessary to rethink the theoretical conceptualization of

‘authenticity’ in terms of three sub concepts: ‘plausibility’, ‘absolute perceived realism’ and

‘relative perceived realism’. The fifth factor consisted of items referring to a credible

presentation of subject matters, which relates to the notion of ‘absolute perceived realism’. This

factor supports the idea that players make a statistical judgment of the subject matters dealt with

in order to ascribe a degree of realism to a game. Interestingly, this statistical judgment is

restricted to subject matters only. This may indicate that players do not make an overall judgment

of the credibility of a digital game, but make a judgment of different elements separately. This

idea is further supported by the structure of the sixth factor.

The sixth factor joins up with the fifth factor. Each item refers to the need for a credible

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depiction of the video game world. One aspect is emphasized in de majority of the items: the

design of characters that are real life-like. It should be noted that this factor mainly features items

relating to the characters of one specific game, namely The Sims (2000). While this finding can

partially be attributed to the phrasing of the questions, it is remarkable that more general items

referring to the authenticity of the characters were not used in the analysis because they did not

account for a solid factor solution.

Based upon the analysis of factors five and six, we argue that the distinction between the

sub categories ‘plausibility’, ‘absolute perceived realism’, and ‘relative perceived realism’ cannot

be maintained in the context of digital game research. The analysis provided two reasons for this.

First, ‘relative perceived realism’ items were not withheld in the final factor solution. Second, it

appears that players do not make a distinction between the plausible nature of characters and the

statistical likelihood of the occurrence of those characters. In the light of these results it is

questionable that the fifth factor, consisting only of items relating to a game’s ‘absolute

perceived realism’, was correctly interpreted. It seems more plausible that factor five and six are

similar, even though each have a focus on different aspects of the video game world. In sum,

‘authenticity’ is retained but is split up into two categories: ‘authenticity regarding subjects

matters’ and ‘authenticity regarding characters’.

The last factor generated by the factor analysis referred to digital game realism in terms of

a perceived congruence between the video game world and the real world. Games are considered

realistic if they deal with subjects, events and characters that bear similarities with real-life

subjects, events or persons. Implicitly, a connection can be observed between this factor and

Galloway (2004)’s operationalization of social realism. Digital games appear to invoke a

stronger sense of realism if they succeed in reflecting the personal situation of the player. In

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addition, research suggests that social realism can contribute to an increased feeling of ‘being

there’ and, as such, indirectly influence a realism judgment (Lombard & Ditton, 1997; Ribbens &

Vanden Abeele, 2008). Since all items refer to an analogy between the real world and the virtual

world the term ‘social realism’ is maintained.

General Remarks on the Factor Solution. To conclude the result section a number of

general findings are discussed. First, none of the presented constituents of the ‘factuality’

construct came forward as strong factors during the analyses. As such, corroboration was found

for the observation that, as opposed to television, electronic games do not necessarily offer a

magic window on reality.

Second, several factors bear a (strong) link with the ideas put forward in game theory. With

regard to the factor ‘simulation’, for instance, one can easily find traces to behavioral rules and

simulation-based game play (Frasca, 2001b). ‘Freedom of choice’ can be related to the notion of

paidea-oriented games (Frasca, 2001b) and to the active participation of the player (Eskelinen,

2001; Kücklich, 2003). In addition, most other factors can be interpreted both from a

representational and ludologist point of view. Our results therefore strongly suggest that

theoretical constructs emanating from traditional media research cannot be easily translated to

the domain of a new medium such as the digital game.

Third, a number of significant correlations are observed between the factors that were

identified. Three relationships are notably strong. The ‘simulation’ factor correlates strongly with

the ‘character involvement’ factor (r =.449). This should not be surprising, given the observation

that during game play one has to take up the role of the player before one is able to engage in

meaningful interactions. Second, the ‘simulation’ factor correlates with the factor ‘authenticity

regarding characters’ (r =.340). Intuitively, this association can again be easily understood

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because the act of stepping into a virtual character can be seen as a precondition to the act of

ascribing credibility to the other virtual characters. Third, a significant relationship exists

between the factors ‘authenticity of characters’ and ‘social realism’ (r =.349). In the theoretical

section the observation was made that both factors bear a number of obvious resemblances. In

line with the theoretical framework, the analysis supports the assertion that the concepts should

be treated as distinct, yet related.

Finally, the internal consistency of the factors generated by the EFA can be considered

reasonably good. Table 2 indicates that only in the case of ‘freedom of choice’, ‘authenticity

regarding subjects’ and ‘social realism’, alpha values fall below .70. These items can therefore

serve as a possible starting point for the construction of more valid scales. In turn this should be

beneficial for future quantitative explorations of perceived digital game realism.

Table 2

Internal reliability consistency of the factors of perceived game realism

Factor Highest possible reliability

α=

Number of

items

Simulation .8000 6

Freedom of choice .5865 2

Character involvement .8561 7

Perceptual pervasiveness .7657 3

Authenticity regarding subject

matters

.6341 2

Authenticity regarding characters .7368 4

Social realism .6339 3

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Conclusions

Although the study of media realism is not new, we believe that recent developments in

digital games research demand new and constant research efforts that further our understanding

of the boundary between the virtual and the real, especially as it is now widely held that games

have distinct characteristics compared to traditional media such as television. Several research

lines have directed their attention towards aspects of perceived game realism but little is known

about its dimensional structure. This stands in contrast with the literature on television realism or

on game-related concepts such as presence or involvement. With this research we have provided

a quantitative exploration of the constructs that constitute perceived game realism. In the first

section, a typology was developed based upon a literature review. Subsequently, this typology

was validated by means of an explorative factor analysis. To a large degree the typology holds

out and further support is provided for the view that perceived game realism is a complex,

multidimensional construct. Preconceived factors such as ‘perceptual pervasiveness’, ‘character

involvement’, ‘social realism’ and ‘authenticity’ have been fully or partially identified as

constituents of perceived game realism. A number of unexpected findings came forward as well.

Constructs that had only partly been accounted for, such as ‘the digital game as a laboratory

experience’ or ‘freedom of choice’ accounted for a large part of the explained variance. The

results of this study indicate that the rule-based characteristics of an electronic game count as

better contributors to its overall reality impression than its audiovisual characteristics. The three

most important factors that came forward in the analysis were 'simulational realism', 'freedom of

choice', and 'character involvement'. Graphical aspects such as 'perceptual pervasiveness' or

narrative aspects such as 'authenticity' accounted for a substantially smaller amount of the

explained variance.

21

Comparing these results with previous conceptualizations of realism, the biggest difference

lies in the absence of the ‘factuality’ factor. This finding should not be surprising, because

Malliet (2006) already pointed out that digital games are only rarely ascribed a general sense of

factual realism. Rather than that, very specific characteristics of specific (types of) games, such

as the modeling of armory in America's Army, are considered realistic under certain

circumstances.

Discussion

The abovementioned observations may help explain the relatively low amount of total

variance explained the analysis provided (only 50%, leaving 50% of the overall construct's

variance unexplained). First, because the majority of research regarding perceived media realism

has thus far been performed in the context of television research, many of the scales we used

were in fact adaptations of instruments that have been developed with respect to television

realism. As a result, a number of game-specific variables may have been under-represented in the

empirical part of this study. More specifically, we believe the construct of simulational realism

should be further explored, hence adding more weight to the rule-based characteristics of the

medium. The aspects of simulational realism have frequently been studied from a

cultural/philosophical point of view, but also bear a strong relevance in the empirical debate on

the social impact of digital gaming. This paper therefore makes a plea for a further quantitative

examination of the perceptions gamers have towards the characteristics of the environments that

constitute their favorite digital games. Second, the decision was made to study digital game

realism in general. As such, we did not take into account the fact that different respondents may

have different mental models of the concept “digital games” as a consequence of individual

experiences and tastes. The aggregation of these mental models in the analysis may have

22

produced a substantial amount of random variance affecting the total variance explained. In line

with digital game theory, we believe it can be fruitful to limit the scope of this type of research to

one specific genre or type of game content. Preliminary analysis of data from a revised survey on

perceived realism in Half Life 2 shows promising results with an increased total variance

explained (Ribbens & Malliet, in preparation).

Additionally, it would be interesting for future research to examine the relationships

between gaming preferences, personality variables and socio-demographic variables on the one

hand and the proposed dimensions of perceived game realism on the other hand. A clearer view

on these relationships, as well as on the moderating role perceived realism plays in the learning

effects that are associated with digital game play, will refine current research and might create a

more healthy atmosphere to discuss the societal impact of digital games. Especially the finding

that elements relating to the game rules and the processes of player involvement are stronger

constituents of perceived game realism than graphical or representational elements seems

important. While research on digital gaming effects has shown considerable interest in graphical

representations of violence-related aspects, the results of this study indicate that the observed

realism of digital games cannot be traced back to graphical realism only. While the factor of

'perceptual pervasiveness' significantly contributes to the overall explained variance, other

aspects appear at least equally relevant to include in the models that have been tested by means

of experimental research or content analysis. Following previous research on perceived game

realism, we support the claim that realism should not be considered a mere function of visual or

narrative aspects, but that ludic aspects should be investigated more intensively. The same

remark counts in the context of design-based research that focuses on the development of

educational virtual environments or engaging playing experiences in general. While within these

23

domains simulational aspects of the play experience have been accounted for more intensively

already, research on realism of the gaming experience is mainly oriented on the realism of

graphical elements or on digital game characters.

In conclusion, this paper attempts to make a first step towards a better empirical

understanding of the perceptions and expectations of adolescent players. Making this step

required performing a translational move, wherein the practical applicability of constructs such

as 'simulational realism', 'social realism', 'immersion' or 'digital involvement' was explored and

subjected to a formal test. Even though further research is required in order to develop a fully

functional framework for upcoming research, a number of strong and operational constructs

already came forward, bearing relevance to both researchers interested in the theoretical aspects,

and researchers interested in the socio-psychological mechanisms that are associated with

electronic game play.

24

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Appendix A: Highest Possible Cronbach’s Alphas of the Preconceived Constituents of

Perceived Video Game Realism (Pre-test)

(sub) dimension Highest possible alpha Number of

items

Factuality: magic window realism .5482 4

Factuality: utility .8116 4

Factuality: identity .5509 6

Social realism .5927 5

Authenticity: plausibility .8142 4

Authenticity: absolute perceived realism .7587 5

Authenticity: relative perceived realism .5193 4

Character involvement .8822 11

Perceptual pervasiveness .7537 3

Simulational realism: experimentation .7110 6

Simulational realism: freedom of choice .5561 3

Simulational realism: social artifacts .7012 3

Simulational realism: video games as

virtual experience

.6286 3

33

Appendix B: Structure Matrix of the Factor Analysis

NNumber Item Factor 1 2 3 4 5 6 7

1 Video games offer an

interesting world in which you

can discover aspects of your

identity. (Simulational realism:

experimentation)

,709

2 Video games are realistic

because they allow me to

discover how to handle certain

emotions. (Simulational

realism: experimentation)

,667

3 Video games are useful to learn

about the consequences of

certain actions in the real world.

(Simulational realism:

experimentation)

,658

34

Number Item Factor

1 2 3 4 5 6 7

4 Online Mud’s and MMORPG’s

such as World of Warcraft and

Second Life offer an

environment to discover aspects

of one’s identity. (Simulational

realism: experimentation)

,617

5 A computer cannot really be

considered a machine, because

it can reliably show the

consequences of actions in the

real world. (Simulational

realism: social artefacts)

,616

6 Video games are similar to real

life because in both learning

how to control a situation is a

central theme. (Simulational

realism: video games as a

virtual experience)

,504

35

Number Item Factor

1 2 3 4 5 6 7

7 Video games need to give a

large amount of freedom to the

player, because in real life you

have to make choices as well.

(Simulational realism: freedom

of Choice)

,627

8 It is the freedom of choice that

makes video games realistic.

(Simulational realism: freedom

of Choice)

,607

9 While playing a video game, I

have the feeling that I’m in the

middle of all the action.

(Character involvement)

-

,770

10 While playing a video game, I

leave reality and I feel wrapped

up by the video game.

(Character involvement)

-

,758

11 While playing a video game,

I’m the character on the screen.

(Character involvement)

-

,708

36

Number Item Factor

1 2 3 4 5 6 7

12 While playing a video game, I

have the feeling that I take up

the role of the character I play.

(Character involvement)

-

,706

13 While playing a video game, I

feel the emotions that the

character on the screen

experiences. (Character

involvement)

-

,590

14 While playing a video game, I

have the feeling that my

supporters and adversaries in

the video game are real people.

(Character involvement)

-

,586

15 While playing a video game, I

have the feeling that the objects

in the video game are real.

(Character involvement)

-

,586

37

Number Item Factor

1 2 3 4 5 6 7

16 Strong graphical abilities are an

absolute condition to make a

video game resemble the real

world. (Perceptual

pervasiveness)

,828

17 The quality of the graphics is

very important to achieve

realism in a video game.

(Perceptual pervasiveness)

,744

18 The first thing that pops to mind

when asked about the realism in

video games, are the graphics.

(Perceptual pervasiveness)

,629

19 The subject matters in most

video games occur in real life.

(Authenticity: absolute

perceived realism)

,650

20 The subject matters used in

video games are credible.

(Authenticity: absolute

perceived realism)

,525

38

Number Item Factor

1 2 3 4 5 6 7

21 The way people deal with each

other in simulation games such

as The Sims is the way people

handle each other in real life.

(Authenticity: absolute

perceived realism)

-

,786

22 A character from a simulation

game such as The Sims acts like

someone I know in real life.

-

,674

23 Characters from a simulation

game such as The Sims can

exist in real life. (Authenticity:

plausibility)

-

,654

24 The characters in video games

are typical for people in reality.

(Authenticity: absolute

perceived realism)

-

,514

25 The things that happen to

people in video games,

resemble the things that happen

to people in real life. (Social

,616

39

realism)

Number Item Factor

1 2 3 4 5 6 7

26 The things that happen in video

games resemble the things that

happen in real life. (Social

realism)

,599

27 The characters I see in video

games are similar to people in

real life. (Social realism)

,584

Note. KMI = .893; Bartlett’s Test of Sphericity = .000; All factor loadings below .5 were

deleted; Items with high cross loadings (<.200) were removed from the analysis.