Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games

Honorable Mention
Game UX & Player BehaviorRole-Playing & Narrative GamesGame Developers & DesignersEsports Players & Live Streamers

Title of the Paper

Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games

Bibliographic Information

  • Subject Area: Concept of realism in digital games and its classification study
  • Keywords: realism, fidelity, immersion, player experience, interactive games, visual realism, narrative realism, virtual reality, systematic review

Research Background and Problem

  • Identified Problem or Challenge: Although realism is a core theme in digital games, many studies provide vague definitions, resulting in conceptual inconsistency and difficulty in exploring the impact of different types of realism on player experience.
  • Significance: Realism is believed to enhance intuitiveness and immersion, thereby improving player experience (PX). Clear dimensional classification and definitions are essential for designing more targeted game elements.
  • Research Motivation and Related Work: The authors aim to address the research gap in the literature on the concept of realism in digital games by conducting a systematic literature review to outline the multidimensional characteristics of realism and construct a theoretical framework.

Solution

  • Proposed Solution: Through a systematic literature review, the authors aim to identify the dimensions of realism in digital games and propose a framework that includes a hierarchical classification method and a mapping to the player-game interaction model.
  • Innovations:
    1. Proposed a systematic classification method to categorize dimensions of realism in digital games.
    2. Emphasized the multidimensional nature of realism and explored its complex role in player experience.
    3. Developed a framework for mapping realism dimensions to the player-game interaction model.
  • Implementation Steps:
    1. Develop a literature review protocol, search, and filter papers related to digital games and realism.
    2. Use thematic synthesis methods to code and analyze the extracted literature, generating descriptive and analytical themes.
    3. Conduct card sorting and connection mapping activities to develop a hierarchical classification method and a mapping of realism types to the player-game model.

Research Outcomes

  • Specific Outcomes:
    1. Created a hierarchical classification of realism dimensions, encompassing 29 different levels of abstraction.
    2. Developed a mapping framework for realism dimensions to the player-game interaction model based on existing literature.
    3. Extracted relevant themes, showcasing the contradictory functions of realism and non-realism as design goals.
  • Advantages Compared to Existing Solutions:
    • Provides a clearer and more systematic classification of realism.
    • Supports theoretical exploration and design practice, aiding in the creation of targeted games and other interactive media.
    • Supplements the research foundation on the impact of realism on player experience.
  • Experimental or Evaluation Results: The authors analyzed 205 papers to extract various dimensions of realism and conducted qualitative thematic analysis, validating the layered complexity of realism. Additionally, the mapping framework theory illustrates how different dimensions of realism interact across input, core mechanics, output, and player levels.
  • Limitations and Future Directions:
    • Limitations: The definition of realism still faces challenges due to subjective and objective perspectives; the framework primarily focuses on digital games and requires further validation for other interactive media (e.g., VR).
    • Future Directions:
      1. Conduct meta-analyses on specific types of realism to better understand their specific impact on player experience.
      2. Expand the framework with more complex player-game interaction models and validate it.
      3. Explore how the realism framework can be applied to non-game contexts, such as virtual reality or augmented reality.

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https://hci.top/en/papers/chi/68883/2022

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DOI: https://dl.acm.org/doi/abs/10.1145/3491102.3501875
At a Glance

Paper Snapshot

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Source
CHI
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Year
2022
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Award
Honorable Mention
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Authors
5 authors
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Subtopics
Game UX & Player Behavior, Role-Playing & Narrative Games
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Professions
Game Developers & Designers, Esports Players & Live Streamers
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Content Status
Full text indexed
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Related Papers
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