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The Effects of LCD Panel Type on Psychology of Video Game Players and Movie Viewers
Unformatted Document Text:  3 Method Design The experiment was a between-subjects design with six conditions. A fully-crossed 3 (panel type: TN panel vs. S-IPS panel vs. S-PVA panel) x 2 (stimulus type: game vs. movie) factorial experiment was conducted to answer the research question. Participants Participants were 60 undergraduate and graduate students from a four-year university in Seoul who signed up for the experiment through an online registration page posted on the university’s main homepage. Exactly 30 men and 30 women (average age of 23) signed up for the experiment. All participants signed an informed consent form prior to their participation. After the experiment, they were all debriefed about the purpose of the study. Apparatus A 26-inch LG S-IPS panel monitor, a 27-inch Samsung S-PVA panel monitor, and a 26-inch Samsung TN panel monitor were connected to three high-performance desktop computers with identical hardware specifications (i.e., manufacturer, CPU speed, RAM, and graphic card) via DVI connection. Each computer was equipped with a Logitech 5.1-channel surrounding sound headphone. The monitors’ brand logos were masked in order to avoid potential effects of manufactures’ brand reputation, and the monitors’ user-changeable settings (e.g., color tone, brightness, and contrast) were set to the factory standard. Participants in one condition could not see the monitors used in the other two conditions. Above configurations remained the same throughout the experiment. Stimulus Material A pursuit scene in downtown Paris from G.I. Joe: The Rise of Cobra (Figure 1) was selected for the movie-watching condition. The present study intentionally chose a speedy pursuit scene from the movie, instead of a slow, long-take scene, in order to allow participants to identify potential motion blurs caused by difference in response rate of each monitor. The film was played in 1080p high-definition Blu-ray quality. Figure 1. Screen Capture from G.I. Joe The game used for the gaming condition was Burnout Paradise (Figure 2). This racing game was selected because it was easy to navigate the vehicle using a keyboard and its content was similar to the Paris pursuit scene from G.I. Joe. Burnout Paradise allows players to change the point of view (first or third person) and to select a vehicle that the player wishes to drive. The present study instructed participants to play the game in the first-person point of view based on previous game studies suggesting that playing a game in the first-person point of view resulted in greater involvement and immersion (Tamborini et al., 2001). Figure 2. Screen Capture from Burnout Paradise Procedure Participants were randomly assigned to one of the six conditions. In the gaming condition, brief instructions about game controls and navigation were provided, along with an opportunity to test drive for one minute in order to build familiarity with keyboard-based controls. Participants were instructed not to change the vehicle and the first-person point-of-view mode while playing the game, but told that they could freely adjust the volume and sitting posture to their comfort level. Once the experimenter finished giving the instructions, participants were told to start playing the game for 10 minutes. The experimenter left the room. After 10 minutes, the experimenter re-entered the room and administered a paper-and-pencil

Authors: Kim, Ki Joon. and Sundar, S. Shyam.
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background image
The  experiment  was  a  between-subjects 
design  with  six  conditions.  A  fully-crossed  3 
(panel type: TN panel vs. S-IPS panel vs. S-PVA 
panel)  x  2  (stimulus  type:  game  vs.  movie) 
factorial  experiment  was  conducted  to  answer 
the research question. 
Participants  were  60  undergraduate  and 
graduate students from a four-year university in 
Seoul who signed up for the experiment through 
an  online  registration  page  posted  on  the 
university’s  main  homepage.  Exactly  30  men 
and 30 women (average age of 23) signed up for 
the  experiment.  All  participants  signed  an 
informed  consent  form  prior  to  their 
participation.  After  the  experiment,  they  were 
all debriefed about the purpose of the study. 
A 26-inch LG S-IPS panel monitor, a 27-inch 
Samsung  S-PVA  panel  monitor,  and  a  26-inch 
Samsung  TN  panel  monitor  were  connected  to 
three high-performance desktop computers with 
manufacturer,  CPU  speed,  RAM,  and  graphic 
card)  via  DVI  connection.  Each  computer  was 
surrounding  sound  headphone.  The  monitors’ 
brand  logos  were  masked  in  order  to  avoid 
potential  effects  of  manufactures’  brand 
reputation,  and  the  monitors’  user-changeable 
settings  (e.g.,  color  tone,  brightness,  and 
contrast)  were  set  to  the  factory  standard. 
Participants  in  one  condition  could  not  see  the 
monitors  used  in  the  other  two  conditions. 
Above  configurations  remained  the  same 
throughout the experiment. 
Stimulus Material 
A pursuit scene in downtown Paris from G.I. 
Joe: The Rise of Cobra  (Figure  1)  was  selected  for 
the  movie-watching  condition.  The  present 
study intentionally chose a speedy pursuit scene 
from  the  movie,  instead  of  a  slow,  long-take 
scene,  in  order  to  allow  participants  to  identify 
potential  motion  blurs  caused  by  difference  in 
response  rate  of  each  monitor.  The  film  was 
played in 1080p high-definition Blu-ray quality. 
Figure 1. Screen Capture from G.I. Joe 
The game used for the gaming condition was 
Burnout  Paradise  (Figure  2).  This  racing  game 
was selected because it was easy to navigate the 
vehicle  using  a  keyboard  and  its  content  was 
similar  to  the  Paris  pursuit  scene  from  G.I.  Joe
Burnout  Paradise  allows  players  to  change  the 
point of view (first or third person) and to select 
a  vehicle  that  the  player  wishes  to  drive.  The 
present study instructed participants to play the 
game in the first-person point of view based on 
previous game studies suggesting that playing a 
game  in  the  first-person  point  of  view  resulted 
in  greater  involvement  and  immersion 
(Tamborini et al., 2001). 
Figure 2. Screen Capture from Burnout 
Participants  were  randomly  assigned  to  one 
of  the  six  conditions.  In  the  gaming  condition, 
brief  instructions  about  game  controls  and 
navigation  were  provided,  along  with  an 
opportunity to test drive for one minute in order 
to  build  familiarity  with  keyboard-based 
controls.  Participants  were  instructed  not  to 
change the vehicle and the first-person point-of-
view mode while playing the game, but told that 
they  could  freely  adjust  the  volume  and  sitting 
posture  to  their  comfort  level.  Once  the 
experimenter  finished  giving  the  instructions, 
participants were told to start playing the game 
for 10 minutes. The experimenter left the room. 
After  10  minutes,  the  experimenter  re-entered 
the  room  and  administered  a  paper-and-pencil 

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