Exploring the Effect of Display Type on Co-Located Multiple Player
Gameplay Performance, Immersion, Social Presence, and Behavior
Patterns
Wenge Xu
1 a
, Ruichen Zheng
2 b
, Diego Monteiro
3 c
,
Vijayakumar Nanjappan
4 d
, Yihong Wang
2 e
and Hai-Ning Liang
2, f
1
DMT Lab, Birmingham City University, Birmingham, U.K.
2
Department of Computing, School of Advanced Technology, Xi’an Jiaotong-Liverpool University, Suzhou, China
3
LII Lab, ESIEA, Laval, France
4
Center for Ubiquitous Computing, University of Oulu, Oulu, Finland
Keywords:
Immersion, Social Presence, Head-Mounted Displays, Large Displays, Small Tablet Displays, Co-located
Social Play.
Abstract:
With advances in virtual reality (VR) technology, immersive head-mounted displays (HMDs) have become
widely accessible. These devices have made social games and platforms like VRChat popular. Although the
literature points to several factors that affect immersion and social presence, there has been no study that has
explored the effect of social display setup on immersion and gameplay in multi-player social games. This work
aims to shed light on this issue and investigates the effect of social display setup on gameplay performance
and experience (i.e., immersion and social presence) in a multi-player competitive social game (i.e., Jenga).
We conducted a one-way between-subjects experiment with 24 participants equally distributed in three groups
(4 pairs of 2 participants in each group, who were all strangers to each other) according to three social display
setups (2 small-screen tablets, 1 shared 40-inch large TV, and 2 VR HMDs). Our results indicate that (1)
players gave a lower rating to challenge in the VR-based social setting than in the small-screen tablet display
setting, and (2) gameplay behavior patterns are different among these social display setups.
1 INTRODUCTION
Playing with others (that is, social gameplay) is a
prevalent and essential aspect of games, digital or
otherwise. Many games that originated for single-
player settings now have multiplayer modes (i.e., Call
of Duty series) (Hudson and Cairns, 2014). It has
been found that playing social games is an excel-
lent approach to extend social networks, not only for
young players attending high schools or universities
(Eklund and Roman, 2017; Khanolkar and McLean,
2012) but also for community-dwelling older adults
a
https://orcid.org/0000-0001-7227-7437
b
https://orcid.org/0009-0008-3657-351X
c
https://orcid.org/0000-0002-1570-3652
d
https://orcid.org/0000-0001-6081-2826
e
https://orcid.org/0000-0002-3278-6410
f
https://orcid.org/0000-0003-3600-8955
Corresponding author
or older adults who are currently in nursing homes
(Schell et al., 2016; Xu et al., 2022).
Until recently, mobile devices, PCs, and gaming
consoles were the only choices for people to play
social games with other players. With recent ad-
vances in virtual reality (VR) technologies, particu-
larly in the form of affordable head-mounted displays
(HMDs)(Monteiro et al., 2022), VR gaming has be-
come an attractive alternative platform for people to
play social games with others, either collaborating
with or competing against each other (Liang et al.,
2019). An online social platform called VRChat
1
has
around 42k players playing the game during peak lev-
els
2
, where players gather in a chosen virtual space to
explore and socialize. Population One
3
allows players
to enter the battlefield in a group of three (random on-
1
https://hello.vrchat.com/
2
Steam data https://steamplayercount.com/app/438100
3
http://www.populationonevr.com/
Xu, W., Zheng, R., Monteiro, D., Nanjappan, V., Wang, Y. and Liang, H.
Exploring the Effect of Display Type on Co-Located Multiple Player Gameplay Performance, Immersion, Social Presence, and Behavior Patterns.
DOI: 10.5220/0012469000003660
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 19th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2024) - Volume 1: GRAPP, HUCAPP
and IVAPP, pages 159-169
ISBN: 978-989-758-679-8; ISSN: 2184-4321
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
159
line players or friends) to play against other squads. In
addition, VR games such as Beat Saber
4
, Ragnarock
5
,
Fit XR
6
all allow players to compete with their friends
and strangers. As a result, gamers now have three so-
cial settings for playing social games based on display
types: mobile devices (e.g., smartphone, tablet), large
displays (e.g., monitor, TV), and immersive VR (e.g.,
VR HMDs).
Common co-located social settings for two play-
ers among these displays are two mobile devices, one
shared large display, or two VR HMDs. Because two
players share a large display while mobile devices and
VR HMDs are used by players separately, there can
be significant differences and affordances between
these social display settings regarding gameplay, so-
cial presence, and privacy and could bring forth dif-
ferent interaction behaviors (Chen et al., 2021b; Chen
et al., 2021a; Chen et al., 2020). For instance, mobile
devices and VR HMDs show a private user interface
panel (e.g., skills cool-down time in Genshin Impact
7
)
separately to each player, while a shared display must
display all information to both players. Mobile de-
vices and VR HMDs players could privately change
tactics and player instructions in games like FIFA 23
8
,
but this information is visible to both players in a large
shared display setting. Although the above informa-
tion is hidden from the other mobile device users, they
could always attempt to spy on the other player’s dis-
play (Chen et al., 2020). However, this is impossible
for VR players since the VR HMDs block the view
of both players in the co-located setting, leading to a
largely underexplored research area (i.e., social game-
play in VR).
Given the insights from previous research that
physical proximity, communication tools, and gam-
ing environments play a crucial role in shaping so-
cial presence and gameplay experiences (Voida et al.,
2010; Derks et al., 2008; Monteiro et al., 2018), this
study aims to explore further the impact of social dis-
play setups on co-located competitive gameplay. The
following research questions (RQs) are proposed to
guide this study:
(RQ1) How VR HMD setups affect co-located com-
petitive gameplay performance and experience
compared to 2D displays(i.e., immersion and
social presence)?
(RQ2) What are the behavior patterns of each social
display setup when players play a co-located
competitive game?
4
https://beatsaber.com/
5
https://www.ragnarock-vr.com/home
6
https://fitxr.com/
7
https://genshin.mihoyo.com/en
8
https://www.ea.com/en-gb/games/fifa/fifa-23
To explore these two research questions, we have
developed an in-house multiplayer game and con-
ducted an experiment with the game to investigate
three social display setups, which are two 8-inch
small tablet displays (SD), one 40-inch large TV dis-
play (LD), and two VR HMDs, in a co-located Jenga
game with 24 participants who are all strangers to
each other. Figure 1 shows the three versions of the
game used in the experiment. By examining the ef-
fects of different social display setups on co-located
competitive gameplay, this study aims to contribute to
a better understanding of how to enhance immersion,
social presence, and overall gaming experiences.
Figure 1: Examples of paired users during the experiment:
(a) small display setup: two participants each using one
small tablet display, (b) large display setup: two partici-
pants playing the game via a shared large display, and (c)
VR HMDs setup: two participants playing the game while
wearing the VR HMDs.
2 RELATED WORK
2.1 Immersion and Gameplay
Immersion is an experience that is commonly men-
tioned by gamers, designers, and game researchers
(Brown and Cairns, 2004). It involves a lack of aware-
ness of time, a loss of awareness of the real world, and
a feeling of being absorbed in playing a game. Most
importantly, immersion results from a good, positive
gaming experience (Jennett et al., 2008). It is worth
noting that while various definitions of immersion ex-
ist, such as that of Slater (Slater, 2003), which focuses
on the technical attributes of VR systems, our discus-
sion centers around immersion as a subjective expe-
rience resulting from engaging gameplay rather than
delving into the nuances of system-driven immersion.
Several studies have been conducted to investigate
possible factors that could affect players’ immersion
during gameplay, such as display size, resolution, and
frame rate (Hou et al., 2012; Wang et al., 2022; Wang
et al., 2023) or controller type (Monteiro et al., 2020).
The screen size of the gaming devices is a notable fac-
tor (Nakano et al., 2021). Thompson et al. (Thomp-
son et al., 2012) conducted a study to compare the
immersion level of playing the ‘Fruit Ninja’ game on
the iPad 1, which in their study was the large dis-
play, and the iPod Touch 4, which was the small dis-
GRAPP 2024 - 19th International Conference on Computer Graphics Theory and Applications
160
play. They found that playing ‘Fruit Ninja’ on the
iPad could lead to a significantly higher immersion
than on the iPod. Later studies have further confirmed
that screens with larger sizes could provide a more
involved, immersive gaming experience than smaller
ones (Hou et al., 2012; van den et al., 2009; Beyer
et al., 2014). Schild et al. (Schild et al., 2012) found
that the type of 3D graphics could also affect the im-
mersion level. Their experiment results showed that a
stereoscopic display resulted in increased immersion
than a monoscopic display. Similar findings were re-
ported for VR displays in (Luo et al., 2021), which
also reported that stereoscopic views in VR improved
user experience. Cairns et al. (Cairns et al., 2014)
found that the naturalness of the game controls in-
fluences players’ immersion experience while playing
mobile games. In line with Cairns et al. (Cairns et al.,
2014), Pietschmann et al. (Pietschmann et al., 2012)
found that motion-based input such as the Nintendo
Wii Remote could result in a higher degree of immer-
sion than a classic gamepad controller in a motion-
based exergame. Similar results are also found in
(Lindley et al., 2008; McEwan et al., 2012). In addi-
tion to the controller type, knowing how to control the
game can also contribute to immersion (Brown and
Cairns, 2004; Monteiro et al., 2020). Because these
factors (i.e., content and controller input) could af-
fect the perceived immersion in games, we have care-
fully controlled them in our experiment (more details
in Section 3.1.2).
The level of challenge is also a positive predictor
of the immersion level during gameplay. To increase
players’ immersion level, game designers could either
increase the difficulty of the content (Qin et al., 2009;
Cox et al., 2012) or put a leaderboard with the play-
ers’ friends on it to a game (Park et al., 2017). Re-
garding the social aspect, Cairns et al. (Cairns et al.,
2013) found that social play enhances the sense of be-
ing in the game where interaction is through the game.
Likewise, social entities could also enhance immer-
sion (Liszio et al., 2017). In short, playing against
other players inherently makes the level of challenge
dynamic and unpredictable, and having a social com-
ponent in the game can influence immersion levels.
Although research reported that players could be
more immersed in VR HMDs than a large display
(e.g., monitor or TV) when playing a first-person
shooter game (Amin et al., 2016) and exergame (Xu
et al., 2020; Xu et al., 2021), the results might vary
due to the type of game used in the experiment or
the length of gameplay. For example, Fairclough and
Burns (Fairclough and Burns, 2013) found that VR
HMDs could not increase the level of immersion in a
racing game compared to a 5-inch LCD monitor and
a 40-inch LCD TV. Results from Walch et al. (Walch
et al., 2017) showed similar findings in a different
racing game, where they tested a VR HMD against
a setup with multi-flat screens. Furthermore, Xu et al.
(Xu et al., 2019) also found that VR could not lead to
higher immersion than a 50-inch 4K TV for 3-minute
gameplays with an exergame. Similar findings have
been observed in our types of applications, like those
focused on learning (e.g., see (Lu et al., 2023)).
To our knowledge, no study has been conducted
to examine the effect of social display setup on im-
mersion in a co-located social game setup. Therefore,
our study aimed to shed light on this largely underex-
plored area.
2.2 Social Presence and Gameplay
One of the definitions of social presence that is gen-
erally well-accepted is that it is the “sense of be-
ing together with another” person (Biocca et al.,
2003). Some existing literature suggests that social
play could have a negative role in immersion. For
instance, Sweetser and Wyeth (Sweetser and Wyeth,
2005) noted that social interaction can often interrupt
immersion in games, which is understandable because
immersion is about being in the game while playing
socially requires one to be aware of what is happening
outside the game—–in the case of social presence, to
be aware of the other player(s). However, a later study
by Cairns et al. (Cairns et al., 2013) showed that play-
ers were more immersed when playing against an-
other person rather than playing against the computer,
regardless of whether the other player was online or
in the same room, as long as the other player was part
of the game.
There is limited research on exploring the factors
that could affect social presence. The location where
a game is played might be one factor. Studies (Ga-
jadhar et al., 2008; Cairns et al., 2013; De Kort et al.,
2007) found that playing social games in a co-located
setup could result in a higher social presence than
a remote setup (i.e., playing a social game online).
However, while it was suggested that location does
not guarantee behavioral engagement between play-
ers (Magerkurth et al., 2004), the seating and view-
ing arrangements (Sommer, 1967) were the key to
increase behavioral engagements (e.g., eye contact).
Therefore, the location may contribute to social pres-
ence between players during gameplay (De Kort et al.,
2007) and, as such, needs to be controlled in our
experiment. The input type (Wolbert et al., 2014;
Abeele et al., 2013) has also been found to have an
effect on social presence. For instance, Abeele et al.
(Abeele et al., 2013) found that players experienced
Exploring the Effect of Display Type on Co-Located Multiple Player Gameplay Performance, Immersion, Social Presence, and Behavior
Patterns
161
more social presence (in involvement-empathy) when
playing with a steering wheel than a classic controller
in a racing game. In short, based on this review, we
needed to control the seating arrangement in our ex-
periment so that it would not affect the perceived so-
cial presence during gameplay.
The effect of social display setup on social pres-
ence in a co-located social game setup was previously
studied in (Kauko and H
¨
akkil
¨
a, 2010). Their results
suggested that social presence was not significantly
different when playing in LD condition (using two
21-inch LCD monitors as one single large display)
and SD condition (using two smartphones). Never-
theless, to our knowledge, no study has explored the
difference between VR HMDs and traditional display
setups (SD and LD) regarding social presence. Our
research aims to fill this gap.
3 EXPERIMENT
3.1 Task
3.1.1 Jenga
A digital version of the classical social game Jenga
was developed using the Unity3D game engine (see
Fig. 2 for the game prototype for the three plat-
forms). Jenga is selected as the testbed with the fol-
lowing criteria: (1) for the players: rules are simple
and possible novelty bias is low; (2) for the exper-
iment: factors such as game content (model, audio,
graphics) and control mechanism can be easily con-
trolled across the platforms, in addition, because it is
a turn-based game, the potential impact due to net-
work latency can be minimized (although it is already
at a very low level; see below); (3) for the displays
types: Jenga can be comfortably played in all displays
where many other types of games could suffer issues
such as simulator sickness (especially in VR HMDs).
Further, Jenga is a good representative of a compet-
itive social game since (1) it presents a head-to-head
challenge in real time, (2) players can observe oppo-
nents’ movements while thinking about and planning
their next move, and (3) it affords opportunities for
players to distract each other or socialize.
We used the Photon Unity Networking unit
9
to en-
able multiplayer functions for our game. By selecting
a local server, we were able to control the latency to
less than 50 milliseconds—the actual range was be-
tween 20 to 50 for the SD and VR groups which, ac-
cording to previous research, is an acceptable level
9
https://assetstore.unity.com/packages/tools/network/
photon-unity-networking-classic-free-1786
for online games (Pantel and Wolf, 2002; Claypool
and Claypool, 2006; Jarschel et al., 2011).
3.1.2 Control Mechanism
All versions used the same controller mechanism to
interact with the game.
At the beginning of a player’s turn, a block would
be highlighted in yellow, indicating that this block can
be selected by the player who is currently playing.
Players could turn the left joystick up/down/left/right
to highlight another block for later selection. Press-
ing A” on the controller selects the highlighted block
and turns its color to red (from yellow), indicat-
ing that this block has been selected. Once se-
lected, players can move the red block vertically left-
ward/rightward/forward/backward with the left joy-
stick (i.e., left/right/up/down).
To move the block up or down, players need
to press the “Y” button and move the left joystick
up/down. To rotate the block, players need to press
the “Y” button and move the left joystick left/right;
the block can be rotated clockwise/counterclockwise
around its center axis.
The right joystick is used to allow the camera’s
rotation to change viewing perspectives. When it
is moved left/right, the viewing perspective changes
horizontally, and when it is moved up/down, the per-
spective changes vertically. The left/right trigger but-
tons allow zooming in and out. When a block is se-
lected, the player can press button A again to deselect
the block, which will now follow the physics laws and
fall down. If no blocks fall to the ground, the other
player takes the turn.
3.1.3 Rules
We followed the rule of the Jenga game
10
to ensure
the game is intuitive and easy to understand. At each
turn, the player needs to use the controller to select
one block from the tower and then place it on the top
of the tower to complete its turn. If any block falls
from the tower or the tower collapses, the player who
made the block or the tower fall would lose the game;
otherwise, the next player starts their turn. For each
turn, users have 99 seconds to decide which block to
move and where in the tower to place it.
3.2 Experiment Design
We followed a one-way between-subjects experimen-
tal design with a social display setup as the indepen-
dent variable with three groups; that is, two small
10
https://jenga.com/about.php
GRAPP 2024 - 19th International Conference on Computer Graphics Theory and Applications
162
Figure 2: Interface of the game for the tablet and HMD versions: (a) from Player 1’s perspective and (b) from Player 2’s
perspective when it is Player 1’s turn. (c) The interface for the shared large display when it is Player 1’s turn. We ensured that
all three social display setups shared the same game content (i.e., models, materials, textures) and control.
tablet displays (SD), a large shared TV display (LD),
and two VR HMDs (VR). For each group, partici-
pants were asked to play the game three times. The
advantage of applying this design for the study was
that participants would have enough gameplay expe-
rience before completing the questionnaire, and the
length of the experiment could be controlled within
an hour.
Utilizing a one-way between-subjects experimen-
tal design with three distinct social display setups
(small tablet displays, a large shared TV display, and
VR HMDs) as the independent variable allows for a
direct comparison of the impact of each setup on co-
located competitive gameplay experiences. By having
participants play the game three times, they are given
the opportunity to become familiar with the gameplay
and controls, thus minimizing the influence of learn-
ing effects on the outcomes and allowing for a more
accurate assessment of the social display setups’ ef-
fects.
The game was played in pairs of 2 participants
who were randomly assigned to each group (i.e., SD,
LD, VR). The participants assigned to each pair did
not know each other before the experiment (we en-
sured this prior to the study by asking if they knew
each other).
3.3 Apparatus and Setup
In the SD setup, players were asked to sit next to each
other and play the game on two NVidia Shield tablets
via attached IPEGA controllers (see Fig. 1a). The
tablets had a 1920 x 1200 resolution screen, 2Gb of
memory, 2.2 GHz NVidia k1 processor. For the LD
setup, players were asked to sit next to each other
and play the game in front of a 40-inch 4K TV us-
ing an Xbox wireless controller each (see Fig. 1b).
The game was run on a Windows PC, which had an
i7 6700k CPU, 16 GB of memory, and a GTX 1070
dedicated graphics card. We used Oculus Rift CV1
as our VR HMDs for the VR setup, where the two
VR HMDs were connected to 2 Windows PCs, which
had the same specifications as the LD setup. Play-
ers were asked to stand in a zone next to each other
and play the game using the same Xbox controllers
as the LD group (see Fig. 1c). To avoid confounding
factors, we controlled the game content, control in-
put, and seating arrangement (i.e., next to each other),
because as stated earlier they could have an impact
on both immersion and social presence (Cairns et al.,
2014; Pietschmann et al., 2012; Lindley et al., 2008;
Sommer, 1967).
The SD and LD setups in our study followed the
setup used in a previous study (Kauko and H
¨
akkil
¨
a,
2010), except the players are sitting next to each other
in our SD setup. During the experiment, the devices
in SD and VR settings were connected and synchro-
nized over a network connection (see Section 3.1.1).
We also adjusted all versions based on display refresh
rate to achieve a comparable and smooth gaming ex-
perience (VR = 90 Hz, PC = 60Hz, Tablet = 60Hz).
3.4 Measurement
3.4.1 Performance Data
We collected the number of turns players took during
the game as a performance measure.
3.4.2 Questionnaire Data
We used (1) Immersive Experience Questionnaire
(IEQ) (Jennett et al., 2008) for measuring immer-
sion and (2) Social Presence in Game Questionnaire
(SPGQ) (De Kort et al., 2007) for measuring social
presence. Both IEQ and SPGQ questionnaires use 5-
point Likert scale.
The IEQ comprises five subscales representing in-
dependent clusters of variables: Cognitive Involve-
ment (CI), Emotional Involvement (EI), Real World
Dissociation (RWD), Challenge, and Control. To tai-
lor the IEQ for our study and obtain more precise and
relevant measurements, we adapted and expanded the
questionnaire. For instance, instead of directly in-
quiring about the game’s overall challenge, partici-
pants were asked to assess the challenge of selecting
Exploring the Effect of Display Type on Co-Located Multiple Player Gameplay Performance, Immersion, Social Presence, and Behavior
Patterns
163
a block, moving it out, and placing it on top of the
tower separately. The adapted IEQ includes 45 ques-
tions, with 12 questions for CI, 11 questions for EI, 8
questions for RWD, 8 questions for Challenge, and 6
questions for Control. We used both negative and pos-
itive wording in the questions to control for potential
effects caused by question phrasing.
Similarly, we adapted and expanded the SPGQ to
better suit our study. For example, rather than ask-
ing whether players paid close attention to each other,
participants were asked whether they paid attention to
their opponent’s gameplay specifically. The adapted
SPGQ consists of 17 questions, with 6 questions for
Empathy, 5 questions for Negative Feelings, and 6
questions for Behavioral Engagement.
The rationale behind adapting and expanding the
IEQ and SPGQ is to increase the sensitivity and speci-
ficity of the measures to the unique characteristics of
our study. By customizing the questionnaires to bet-
ter align with the gaming context and specific aspects
of the gameplay experience under investigation, we
can collect more accurate and relevant data. This, in
turn, will enable us to understand better the impact of
social display setups on immersion and social pres-
ence in co-located competitive gameplay, providing
a stronger basis for drawing conclusions and making
recommendations.
In total, the questionnaire utilized in our study
comprises 53 questions, with 45 sourced from the
adapted IEQ and 17 from the adapted SPGQ. Among
these questions, nine were shared by both IEQ and
SPGQ (see Appendix for details).
3.4.3 Qualitative data and Behaviour
Observation
During the gameplay, an onsite experimenter acted as
an observer, responsible for observing participants’
behaviour and taking notes. We used an unstructured
observation study focusing on users’ behaviour: (1)
Do they collaborate or compete, (2) What are players’
feelings, (3) How is their physical behaviour when it
is their turn and the opponent’s turn? In addition, the
experimenter also took notes on the verbal communi-
cation participants had.
After the gameplay, we also asked participants to
provide feedback on the game, their opinions on the
social game settings, and their overall gameplay ex-
perience.
3.5 Procedure
Before the experiment, participants were briefed on
the purpose of the experiment and asked to sign the
consent form and complete a pre-experiment ques-
tionnaire. Participants were told to be competitive
and try to win the game. After, all pairs were
given training sessions to get them familiar with the
game and especially how to select and manipulate the
blocks, because a previous study suggested that con-
trol mechanisms could also affect immersion (Brown
and Cairns, 2004). They then entered the experiment
stage, where they had to play in the assigned setting
for three rounds. Between each round, they could rest
as much as they wanted. Then, they were asked to
complete the 53-question questionnaire mentioned in
the Measurement section. The experiment was con-
ducted in a research lab where no participants could
be seen by others. The experiment lasted at least 30
minutes for each pair of participants.
3.6 Participants
Twenty-four participants (16 males and 8 females)
aged between 20 to 25 (M = 21.95) years old were
recruited from a local university campus and were re-
warded with snacks and refreshments at the end of the
experiment. Twelve of them played digital games on
a weekly basis. 50% of our participants had previous
experience interacting with VR HMDs before the ex-
periment, but none of them were regular VR users.
Fourteen of them had played Jenga before, mostly
with their friends.
Based on participants’ own ratings from the pre-
experiment questionnaire, the three groups had no sta-
tistically significant difference in participants’ back-
ground information, game experience, and device fa-
miliarity.
4 RESULTS
We analyzed the data using the one-way ANOVA with
social display setup (SD, LD, VR) as the between-
subjects variable. Tukey’s HSD was used for pair-
wise comparisons. All the statistical analyses were
performed using IBM SPSS 24.
IEQ. Table 1 shows the descriptive statistics for the
IEQ and its subscales. There was no significant ef-
fect of social display setup on the overall Immer-
sion scores (F
2,21
= 0.267, p = 0.77). Regarding the
IEQ subscales, ANOVA tests yielded a significant dif-
ference between social display setups on the feeling
of Challenge (F
2,21
= 4.946, p = 0.017), while post-
hoc analyses indicated that playing the game in SD
could result in a significantly higher challenge than
in VR (p < .05). In addition, there was a trend to-
ward significance regarding Emotional Involvement
GRAPP 2024 - 19th International Conference on Computer Graphics Theory and Applications
164
Table 1: Means (standard deviation) of IEQ overall score
and its subscales.
IEQ Components SD (N=8) LD (N=8) VR (N=8)
Immersion 103.88 (6.20) 106.41 (9.47) 104.07 (7.03)
Cognitive Involvement 32.72 (4.78) 31.78 (2.16) 30.56 (2.46)
Emotional Involvement 19.77 (1.51) 23.05 (3.99) 22.09 (2.16)
Real World Dissociation 25.27 (2.40) 24.94 (3.14) 25.38 (4.02)
Challenge 11.44 (1.35)* 11.13 (1.69) 9.38 (1.16)*
Control 14.69 (1.99) 15.52 (2.09) 16.67 (2.44)
Table 2: Means (standard deviation) of SPGQ overall score
and its subscales.
SPGQ Components SD (N=8) LD (N=8) VR (N=8)
Overall SPGQ 6.63 (1.06) 6.25 (0.84) 6.26 (0.69)
Empathy 2.63 (0.40) 2.56 (0.37) 2.40 (0.72)
Negative Feeling 1.63 (0.75) 1.40 (0.37) 1.68 (0.47)
Behavior Engagement 2.38 (0.62) 2.29 (0.65) 2.19 (0.48)
(F
2,21
= 2.967, p = 0.07). No other significant ef-
fects were found between social display setups on
Cognitive Involvement (F
2,21
= 0.837, p = 0.45), Real
World Dissociation (F
2,21
= 0.039, p = 0.96), and
Control (F
2,21
= 1.662, p = 0.21).
SPGQ. The results of SPGQ components can be
found in Table 2. There was no significant effect of
social display setup on SPGQ overall score (F
2,21
=
0.473, p = 0.63). We could not find any significant
effect of social display setup on all SPGQ subscales:
Empathy (F
2,21
= 0.414, p = 0.67), Negative Feeling
(F
2,21
= 0.561, p = 0.58), and Behavior Engagement
(F
2,21
= 0.205, p = 0.82).
Gameplay. On average, the number of turns in SD,
LD, and VR is 6.42 (std = 2.78), 10.42 (std = 6.40),
7.75 (std = 3.77), respectively. There was no sig-
nificant effect of social display setup on the num-
ber of turns played during the experiment (F
2,33
=
2.374, p = 0.11).
5 DISCUSSION
5.1 RQ1: Would Social Display Setups
Affect Co-Located Competitive
Gameplay Performance and
Experience
We found that statistically, social display setup did
not have an influence on overall immersion and so-
cial presence. Although there was no significant ef-
fect of display type on overall immersion, we did ob-
serve that players felt less challenged (i.e., challenge
subscale from IEQ) when playing the Jenga game in
VR than in the SD (despite the VR setup was the con-
dition where their opponents often intentionally ver-
bally distracted the players). One possible explana-
tion might be that VR provided a better spatial view
for players to observe which block to select, how to
move it without moving the other blocks, and where
on the top of the tower to place it. But this is chal-
lenging in small tablet displays.
5.2 RQ2: What Are the Behavior
Patterns of Each Social Display
Setup when Players Play the
Co-Located Competitive Game?
The behavior patterns were discussed based on our
observations (e.g., players’ social behavior patterns
and their comments) during the gameplay sessions
and the qualitative feedback that was collected in the
post-experiment questionnaire.
SD (Two Separate Tablet Displays). Although it was
clearly stated to be a competitive game, participants
mentioned that it was fun to spy on and try to guess
how the other player interacted with the game by
watching their devices to find out their thoughts and
learn from their strategies. Also, the pair of partici-
pants enjoyed seeing the facial and body expressions
of the other player. Moreover, they were also ob-
served to have communicated and talked quite a lot
with each other.
LD (A Large Shared TV Display). We observed par-
ticipants have a higher willingness to participate in
the other player’s turns in this setup because this
shared display allows players to observe how the other
player interacted with the game in a direct way. Over-
all, we found participants laughing the most and that
they showed more signs of trying to play the game
in a cooperative way than the other two setups, even
though we have clearly stated to the players that they
should try to be as competitive as they could and try
to win the game). In many instances, they shared
their observations (e.g., “You should not select that
block”) and even encouraged their opponents (“Come
on, you can do this, or “You shouldn’t try that”) to
do better. They were less focused on selecting the
block from the tower on their own and often discussed
with their opponents what would be the best block to
move. They mentioned that instead of trying to make
the tower collapse during their opponent’s turn, they
would rather be exploring how high they could stack
the blocks without making the tower fall. This could
have been the reason why the number of turns appears
to be the highest in the LD setup. Like the SD setup,
the pairs were seen talking and gesturing to each other
quite often.
VR (Immersive Head-Mounted Displays). In general,
we observed a very different interaction pattern in VR
Exploring the Effect of Display Type on Co-Located Multiple Player Gameplay Performance, Immersion, Social Presence, and Behavior
Patterns
165
compared to the other two setups. Players’ attitude
and behaviour is more competitive in the VR setting
and more focused on the game than the co-located op-
ponent. Communication between players is relatively
limited. When it came to the player’s turn, the player
was very focused on (1) observing the best block to
be selected, (2) moving out the block extremely care-
fully, and (3) placing the selected block on the top of
the tower. In contrast, when it was their opponent’s
turn, they tried to distract their opponents by verbally
making statements like “The tower is going to col-
lapse” and “Don’t waste your time, you are going to
lose. This could be because this is the only condi-
tion that players cannot see the physical appearance
of the co-located opponent. In contrast, players in the
SD and LD groups can easily observe how the other
player played the game and their facial and body re-
actions. VR group is the only group that participants
(N=8) mentioned being very competitive, while par-
ticipants in SD and LD felt that they were playing the
game more for pleasure and enjoyment than for com-
petition, trying to win the game.
5.3 Strength of the Study
The strengths of our research include: (1) our experi-
ment examined the effect of social display setup with
three different devices (SD, LD, VR) on gameplay
performance, immersion, and social presence in co-
located competitive games–—to our knowledge, we
are the first ones to conduct this research; (2) factors
(e.g., content, controller mechanics, seating arrange-
ment) that could affect the experiment are well con-
trolled since previous research (Schild et al., 2012;
Cairns et al., 2014; Pietschmann et al., 2012; Lindley
et al., 2008; Sommer, 1967) suggested that these fac-
tors could affect immersion or social presence during
gameplay; and (3) the experiment setup followed the
previous study (Kauko and H
¨
akkil
¨
a, 2010).
5.4 Recommendation, Limitation, and
Future Work
We identified a potential risk in that, when players
were standing and wearing VR HMDs next to each
other, it may lead to collisions between players in co-
located play because players cannot see each other.
In our experiment, the experimenter would inform the
players if there might be any potential collisions when
necessary, but it is not practical in real life if such a
game is provided to users. We recommend that game
developers add an avatar (which can be customized
by players) into the game so that players can see each
other’s virtual avatars. This could not only enhance
immersion (Hooi and Cho, 2012) but could also make
the user become aware of the other players’ location
to avoid collisions.
We also identified some limitations of this re-
search. We only involved participants who were
strangers to each other—that is, each pair of partic-
ipants did not know each other before the experiment.
Future work could explore the effect of social display
setups on friends or those who are at least acquainted
with each other because psychological involvement
has been reported to be higher when friends interact
with each other than when strangers do the same (Ga-
jadhar et al., 2008). Nevertheless, our study allowed
us to ensure that the observed effects are more likely
to be attributed to the differences in display setups
rather than the nature of the relationship between the
participants.
Our research, which focused on the ”Jenga” game
in VR settings, aimed to delve into the complexities
of player interactions in co-located social spaces. The
purpose of using such setups, particularly with VR
headsets, was to establish a baseline by comparing the
impact of VR to traditional co-located gaming expe-
riences. We created the framework for understand-
ing VR HMDs’ function in boosting social presence
and immersion in gaming by doing so. Given that
the Jenga game requires strategic thinking, coordina-
tion, and precision, our findings can be interpreted as
insights into multiplayer engagement in comparable
games. However, it is helpful to understand the re-
sults within their individual context. Our emphasis on
co-located settings provides a distinct advantage, lay-
ing the groundwork for future study on VR’s potential
to upgrade or modify these gaming experiences and
increase player social interactions. Future research
could look into how social display arrangements af-
fect games that are more focused on collaboration.
According to prior research (Mayer et al., 2018; Em-
merich and Masuch, 2013), player perceptions of so-
cial presence might vary between collaborative and
competitive game modes.
Some might consider our sample size small; how-
ever, in the context of an exploratory study, a smaller
sample size can be considered acceptable as the pri-
mary goal is to investigate initial trends and generate
hypotheses for further research rather than to make
definitive conclusions or predictions (Rosenthal and
Rosnow, 1995). The sample size of twenty-four par-
ticipants in this study, while relatively small, can pro-
vide valuable preliminary insights into the effects of
social display setups on co-located competitive game-
play experiences.
GRAPP 2024 - 19th International Conference on Computer Graphics Theory and Applications
166
6 CONCLUSION
This paper has investigated the effect of social dis-
play setup (two small-screen tablet displays, a 40-
inch shared TV, and two VR HMDs) on two important
determinants of user experience (i.e., immersion and
social presence) when playing a multi-player com-
petitive game in a co-located setting. Our experi-
ment with three groups of 8 pairs of participants each
(that is, 24 participants in total) indicates: (1) play-
ing Jenga in VR is less challenging than in the small-
screen tablet displays, and (2) gameplay behavior pat-
terns are different among these social display setups.
With the emergence and integration of newer plat-
forms into people’s daily activities, there is a need
for further research and attention from researchers
and developers to make social games more enjoyable
by leveraging the social and technical affordances of
each platform type. Platforms such as VR and AR
will play a transformative role, and with a better un-
derstanding of their inherent affordances, it is possible
to use them to improve people’s experiences interact-
ing with digital information and with each other.
The data gleaned from our experiment can pro-
vide a comprehensive look at how social display se-
tups affect players’ immersion and social presence.
Given our findings, it becomes increasingly evident
that the choice of social display setup has nuanced ef-
fects on user experience, as VR might make a game
like Jenga less challenging. This reiterates the impor-
tance of understanding platform-specific affordances
and nuances, ensuring that games retain their core ex-
perience. As newer technological platforms continue
to be integrated into our daily lives, there is a chance
to improve the quality of social gaming.
ACKNOWLEDGEMENTS
The authors thank all the participants for their time
and the reviewers for the insightful comments, which
helped improve our paper. This work is sup-
ported in part by Suzhou Municipal Key Laboratory
for Intelligent Virtual Engineering (#SZS2022004),
the National Natural Science Foundation of China
(#62272396), and Xi’an Jiaotong-Liverpool Univer-
sity (#RDF-17-01-54).
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