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ITAG 2015 Nottingham Trent University, 22 October 2015. Dr. Angelica B. Ortiz de Gortari @cyberpsyke Game Transfer Phenomena and the impact of highly immersive gaming technologies

What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

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Page 1: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

ITAG 2015 Nottingham Trent University, 22 October 2015.

Dr. Angelica B. Ortiz de Gortari

@cyberpsyke

Game Transfer Phenomena and the impact of

highly immersive gaming technologies

Page 2: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

“[We]’ll experience sights and sounds vivid and life like

enough to transport [us] to another place …—whole new

realities with limitless possibilities” (HTC Vive).

“Unlike anything [we] have ever experienced” (Oculus

Rift).

We will “rethinking reality” (HTC Vive).

We will “deeply immer[se in an] audio experience, putting

[us] in the middle of the world” (PlayStation VR).

Introduction

Page 3: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Introduction

Page 4: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Introduction

Page 5: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Introduction

Page 6: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Introduction

Page 7: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Effects of the virtual immersion

Direct effects are the ones that affect at tissue

level (photic seizures, migraines, damage of visual

or auditory system, and injures).

Indirect effects refer to effects at a high functional

level (e.g. modification of behaviour, modification

of perception and motion sickness and,

psychological implications) (Viirre & Bush, 2002).

Page 8: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Well known side-effects of VR

Cybersickness (subset of motion sickness)

Response to a non-habitual stimulus

Disruption of sensorial systems

Visually-induced perception of self-motion

(Cobbs, et al, 1999; LaViola, 2000).

Page 9: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Cybersickness

Symptoms include:

Visual symptoms (eyestrains, blurred vision,

headaches).

Disorientation (vertigo, imbalance).

Nausea (vomiting, dizziness) (e.g. Barrett, 2003).

In most cases the symptoms disappear after

repeated exposure.

Page 10: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Game Transfer Phenomena (GTP)

Investigate gamers’ experiences:

Last five years

based on over 3,500 gamers

Interviews, online forums and an online survey

(n=2,362)

Non-volitional phenomena with game contents

Seeing, hearing, feeling, thinking or doing

something; usually involuntary with game contents

The interplay of cognitive, perceptual and

physiological mechanisms

Page 11: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Game Transfer Phenomena (GTP)

The most interesting observations about

gamers’ GTP self-reports that have been

analyzed are the similarities reported by gamers

when playing the same games (Ortiz de Gortari, et

al., 2011; Ortiz de Gortari & Griffiths, 2014c).

Page 12: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Game Transfer Phenomena (GTP)

Modalities/sub-modalities

Automatic mental

processes Behaviours

Visual Auditory Body

Altered perceptions

Page 13: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

VISUAL MODALITY

Page 14: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Background – purposes of VR

Use of VR under regulated settings for specific purposes such as therapy and training.

The use of highly immersive technologies for entertainment at home.

Page 15: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Background – VR gaming devices

Arcade-based gaming machines in the early ’90s

(e.g. Virtuality’s products).

Home use: e.g.Virtual Boy by Nintendo.

Page 16: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Visual related side-effects

Reflex seizures provoked by epileptogenic

precipitators (e.g. flashing lights, figure patterns) (Chuang, 2006).

Unintended altered sensorial perceptions can

easily be induced, particularly since playing video

games involves the exposure to repetitive stimuli

for extended periods of times.

Page 17: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Objects and environments change colour, shape,

become cell-shaded, outlined or glowing, etc.

GTP- visual altered perceptions

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Gamers have reported seeing things wavy, scrolling

down, melting etc. after playing music related games

such as GH and RB (Ortiz de Gortari, et al., 2011; Ortiz

de Gortari & Griffiths, 2014b).

Motion after- effects (MAE).

The Rock Band user manual included warnings about

motion sickness.

GTP- visual altered perceptions

Page 19: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Visual aftereffects –

HMD pixelations

A user of a test version of a head mountain display

reported seeing “pixel grids burned into his

retinas” after using the display for five hours (Hutchinson, 2015).

Page 20: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

GTP visual experiences-

pixelations

Seeing particular objects pixelated has been

reported after playing, mainly after playing older

video games (Ortiz de Gortari & Griffiths, 2014a).

The good news is that the new VG/HMD would

have better visual fidelity.

Page 21: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

GTP– Recurrent afterimages

Seeing images in movement in the back of the

eyelids (Ortiz de Gortari & Griffiths, 2014a).

Stereotypical games.

77% visualized or saw video game images with

closed eyes (Ortiz de Gortari & Griffiths, 2015b).

Page 22: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

GTP visual experiences –

Seeing images with open eyes

Seeing images with open eyes: tags above

people’s heads, maps, HUDs, menus (Ortiz de

Gortari & Griffiths, 2014a; Ortiz de Gortari, et al. 2011).

31% have seen images with open eyes (Ortiz de

Gortari & Griffiths, 2015b).

Page 23: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

GTP visual experiences –

seeing images with open eyes

In a few cases these GTP have lead to automatic

actions (Ortiz de Gortari & Griffiths, 2014c).

Images triggered by associations.

Can be used in learning if applied correctly.

Page 24: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Body Modality

Page 25: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Body movements -

Wearable technology

Motion capture, intuitive controls, full body control.

Control VR, PrioVR, PerceptionNeuron.

Page 26: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Game controls/motion tracking

side-effects

Muscular injures (e.g. Zapata, et al, 2006).

Repetitive strain injury (e.g. Rubin, 2010).

Motion sensor control (e.g., hand laceration, tooth

avulsion, thumb bone injury, etc.) (e.g. Bonis, 2007;

Galanopoulos, et al., 2012).

Motion tracking - Wii Control, PS Move, Kinect.

Page 27: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

GTP–

Involuntary movements of limbs

Involuntary movements of limbs:

Fingers twitching- due to repetitive motion

When wanting to use video game elements IRL

(Ortiz de Gortari & Griffiths, 2014b; Ortiz et al., 2011).

Page 28: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

GTP –

Involuntary movements of limbs

44% experienced reflex body

reactions associated with a VG (Ortiz de Gortari & Griffiths, 2015b).

Objects associated with the game

may activate motoric central areas

(Ortiz de Gortari, 2015a). –

Therapeutic purposes.

Page 29: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Haptic technologies

Haptic devices

Gaming vests e.g. KOR-FX.

Gloves e.g. Gloveone.

Oculus touch, Tactical haptics.

Page 30: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

GTP– Tactile sensations

Gamers have reported tactile sensations of game

controls when not playing (e.g., pushing buttons or

force feedback) (Ortiz de Gortari & Griffiths, 2014b).

Also users of mobile phones have reported ghost

vibrations (Deb, 2014).

Motoric rehabilitation, phantom limb pain.

Page 31: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Treadmills for VR

Treadmills for gaming e.g. Omni, Cyberith

Virtualizer, Kat Walk.

Allow users to walk and in general control the game

with more natural body movements.

Promote physical activity.

Page 32: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

GTP– Moving as in the VG

Gamers have reported uncoordinated movements

of arms

Finding themselves moving as in the game (e.g.,

“strafing” as in First Person Shooters) (Ortiz de

Gortari & Griffiths, 2014c; Ortiz de Gortari, et al. 2011).

Page 33: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Rotating platforms for VR

Rotating platforms or chairs e.g., Roto, FeelThree

Allow the user to rotate his physical body

according to the movements in the game.

Potentially can reduce cybersickness symptoms by

avoiding the sensory discrepancies when

perceiving movement when being static.

Page 34: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

GTP– Bodily sensations

51% felt bodily sensations of movement as in a

VG.

VG with high speed, flying or floating

Similar as the “Mal de Debarquement Syndrome”

and related to motion sickness (Ortiz de Gortari &

Griffiths, 2015b; Ortiz de Gortari & Griffiths, 2014a).

Page 35: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Auditory Modality

Page 36: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Wearable audio devices

Headphones- Hearing through headphones allows

the greatest control over the auditory cues.

Wearable haptic audio devices such as wearable

sub-woofer - enables “feeling” the sound rather

than just hearing it (e.g. Woojer).

Enhancing sound realism.

Page 37: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Auditory side-effects

Prolonged exposure to certain sounds can exceed

the recommended limits (HSE) and provoke hearing

loss, similar to exposure to repetitive high intensity

pulsatile sound (Virre & Bush, 2002).

Realistic screams of pain lead to increased arousal

(Eui Jun, et al. 2011)

Hearing erratic breathing in comparison to quiet

breathing can lead to anxiety and potentially to

panic attacks in susceptible individuals (Lauter, et al.

2009).

Page 38: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

GTP auditory experiences

Many gamers have reported hearing music,

sounds or voices from the game when not playing

(e.g. explosions, coins falling, whisperings) (Ortiz

de Gortari & Griffiths, 2014c).

74% heard the music from a VG IRL

65% heard a sound from a VG IRL

46% heard a character’s voice from a VG IRL

(Ortiz de Gortari & Griffiths, 2015b).

Page 39: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Experiencing involuntary auditory replays of cues

from the game can elicit thoughts, emotions and

impulsive actions learned in the game.

Depend on the contents of the game.

Earworms for learning languages.

GTP auditory experiences

Page 40: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Mental processes

& Behaviours

Page 41: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Perceived realism

Sensory realism- simulation of physical objects are

typically embedded in video games (Jeong et al.

2012).

Presence – sense of being in the in the VE (Slater

& Wilbur, 1997).

An experiment using Oculus Rift found that a roller

coaster that was more realistic and with better

optical flow provoked greater levels of

cybersickness symptoms (Davis, et al. 2015).

Page 42: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

VR HMD & mix-ups

Spent 24 hours wearing a head mounted display,

only taking short breaks.

On several occasions the participant confused

being in the VE or in the physical world

Made mix-ups between artefacts and events in both

contexts (Steinicke & Bruder, 2014).

43% have momentarily mixed up VG events with

actual RL events (Ortiz de Gortari & Griffiths, 2015).

Page 43: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

GTP automatic mental processes –

Want to use VG elements

Gamers have reported making mishaps/slips when

wanting to use video game elements IRL (Ortiz de

Gortari & Griffiths, 2014b; Ortiz de Gortari, et al. 2011).

75% have thought about using something from a

VG IRL (Ortiz de Gortari & Griffiths, 2015b).

Page 44: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Some gamers have mixed up (slips of action) game

controls or keyboards when doing daily routines such

as driving or bicycling (Ortiz de Gortari & Griffiths,

2014b; Ortiz de Gortari, et al. 2011).

GTP- automatic actions

Page 45: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

GTP- automatic behaviours

Some gamers responded to RL stimuli similarly as

in the game (Ortiz de Gortari & Griffiths, 2014b,

2014c; Ortiz de Gortari, et al. 2011).

Change of behaviours and responses to stimuli

associated with the game.

49% acted differently in RL situations because

something they have experienced in a VG

unintentionally (Ortiz de Gortari & Griffiths, 2015).

Page 46: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Conclusions

In addition to VG contents, now hardware is

also a key factor to take into account for

understanding the effects of video games.

Current user recommendations primarily concern:

Rating classification of the videogame content

Warnings about epileptic seizures.

Motion sickness.

Page 47: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Conclusions –

User recommendations

Samsung Gear VR

Stop using the device if: experienced seizures,

loss of awareness, eyestrain or nausea.

Oculus Rift

Children under the age of 13 should not use head-

mounted display at all.

Do not engage in activities that require “hand-eye

coordination, balance, and multi-tasking ability.”

Page 48: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Conclusions –

User recommendations

Oculus Rift

“…prolonged use should be avoided“.

Breaks of 10-15 min every 30 minutes of use.

Lose track of time: playing time was underestimated

more than the reading task, particularly by

participants that typically play games. Shorter

durations were overestimated and longer durations

were underestimated (Tobin & Grodin, 2009).

Page 49: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Conclusions –

User recommendations

“A 15 minute break every hour? God, I wish I could

use that excuse at work!” (Forum MetalGear Solid 4)

Page 50: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Conclusions –

User recommendations based research

about GTP

Stereotypical images, pixelations may result in

unconformable recurrent afterimages.

Prolonged play: GTP is more likely to occurred when

playing 3 to 6 hours.

Neural adaptations are real and can occur even when

playing video games on conventional devices.

Take a break after playing. GTP tend to occur soon

after playing or hours after. They are sometimes

triggered by associations later on.

Page 51: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Conclusions –

User recommendations based research

about GTP

Simulation of RL stimuli may facilitate mix-ups.

Many GTP occurred by automatic associations

between real life stimuli and VG elements.

In most of the cases gamers have no further

consequences due to GTP. 20% have reported

distress or disability.

Managing to pair the correct stimuli can make VR

equipment very useful for therapeutic or learning

means.

Page 52: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

Conclusions

Immersing in virtual reality does not impair our

ability to distinguish reality, but mishaps after the

exposure can come along.

The positive or negative implications of those mishaps

may depend on:

The individual executive control when not

performing automatic actions.

The circumstances where GTP occur.

The appraisal users do of their non-volitional

experiences.

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Page 54: What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)

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