Video games and character attachment 8 along with the

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VIDEO GAMES AND CHARACTER ATTACHMENT 8 Along with the attachment test questions, I will have some response checks scattered throughout. These will be questions that start like the others but say to choose a specific option. One example is “I feel as though my character and I are friends. Choose strongly disagree”. Questions such as this will ensure that the participant is reading the questions. Participants that choose the wrong option will have their data removed. This will ensure that collected data is accurate due to participants taking the time to answer truthfully. With the attachment questions and response checks will be random throw away questions to keep participants ignorant of the study’s purpose. This goes back to demand characteristics; I do not want them to know what I am studying else they may change their behavior. These questions will be in relation to the faux purpose of the study. The faux purpose, as I mentioned earlier, is that we are studying believability in virtual worlds. Once participants finish the questionnaire, they will be debriefed on the actual purpose of the study. I will explain how we were researching what is known as character attachment and will explain what that means. It is important to explain what the study was truly about if we engage in deception. Then I will explain why I deceived them in the study. That had I not, their knowing could bias results. I will also thank them again for their time participating and they will be free to leave after that. Expected Outcomes My hypothesis for this study is: “character attachment increases with increased interaction. Therefore, games with higher interaction with their characters should elicit increased character attachment by the player toward a character”. For my hypothesis to be supported, the high interaction group must show higher levels of character attachment than the low interaction
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VIDEO GAMES AND CHARACTER ATTACHMENT 9 group. In other words, Group One must agree/strongly agree to more items in the character attachment scale portion of the questionnaire than Group Two. By discovering that interaction increases attachment to characters, video game companies would see the benefit in improving interaction of the player with characters in their games. As I stated earlier in this paper, if companies sell more games, jobs would increase due to the demand for more people to make more games. Companies just need a way to further improve their games. The cast of characters players play as and encounter in their time playing is an important aspect of video games. Lewis et al. states, “The central element for RPGs is character and story development as a result of the player’s actions. The main purpose behind RPGs is to let gamers immerse themselves in the world and psyche of their character(s)” (Lewis et al., 2008).
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