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The User Experience of Disney Infinity: Do Smart Toys Matter?
- Date Issued:
- 2015
- Abstract/Description:
- ?This study investigated what factors come into play when looking at the user experience involved with the commercial video game Disney Infinity (2.0 Edition), and sought to determine if the unique combination between sandbox and smart toy based gameplay present in gameplay offers an additional level of immersion.This study analyzed the effect of Disney Infinity (2.0 Edition) on immersion utilizing a Game Immersion Questionnaire modified to analyze play preference as well as video game experience. The study methodology analyzed 48 users while playing in (")Toy Box(") mode both with and without the associated smart toys, or Disney characters.Results show that while there was no significant difference in immersion for either group, nor were there any significant correlations between variables, there was a preference for playing the game with the associated smart toys in both groups. Recommendations were made for continued research building on modifications to this study as well as future research exploring the potential for smart toys in other areas.
Title: | The User Experience of Disney Infinity: Do Smart Toys Matter?. |
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13 downloads |
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Name(s): |
Welch, Shelly, Author Smith, Peter, Committee Chair McDaniel, Rudy, Committee CoChair Vie, Stephanie, Committee Member University of Central Florida, Degree Grantor |
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Type of Resource: | text | |
Date Issued: | 2015 | |
Publisher: | University of Central Florida | |
Language(s): | English | |
Abstract/Description: | ?This study investigated what factors come into play when looking at the user experience involved with the commercial video game Disney Infinity (2.0 Edition), and sought to determine if the unique combination between sandbox and smart toy based gameplay present in gameplay offers an additional level of immersion.This study analyzed the effect of Disney Infinity (2.0 Edition) on immersion utilizing a Game Immersion Questionnaire modified to analyze play preference as well as video game experience. The study methodology analyzed 48 users while playing in (")Toy Box(") mode both with and without the associated smart toys, or Disney characters.Results show that while there was no significant difference in immersion for either group, nor were there any significant correlations between variables, there was a preference for playing the game with the associated smart toys in both groups. Recommendations were made for continued research building on modifications to this study as well as future research exploring the potential for smart toys in other areas. | |
Identifier: | CFE0005904 (IID), ucf:50890 (fedora) | |
Note(s): |
2015-08-01 M.F.A. Arts and Humanities, Visual Arts and Design Masters This record was generated from author submitted information. |
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Subject(s): | Pervasive games -- smart toys -- immersion -- Disney Infinity -- virtual worlds -- sandbox games -- user experience -- usability -- human-computer interaction | |
Persistent Link to This Record: | http://purl.flvc.org/ucf/fd/CFE0005904 | |
Restrictions on Access: | public 2015-08-15 | |
Host Institution: | UCF |