A major cinematic component in game storytelling is the camera, offering the player a perspective towards the environment. Although the camera use in game storytelling has been undoubtedly important, there has been lack of understanding of its implications in narrative comprehension and relatedness to the game world. Forty-six young adults aged between 18 and 35 were selected to participate in an A/B evaluation of an in-game cinematic scene that was shown from a first- and third-person camera perspective, aimed to assess the effect of the Point of View (POV) camera on visual attention and story comprehension in the game Mutation Madness. Participants’ self-reported evaluations of the scene were collected, together with eye-tracking recordings, suggesting that whereas the third-person camera perspective in game cinematics is suitable to show the omniscient knowledge of the story and evoke the sense of time and the agents of the story, the first-person camera perspective is used to guide the player to game events. The implications of camera use in the narrative-gameplay experience based on the POV analysis, visual attention and story comprehension are discussed.

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Behind Two Stories to Tell: An Evaluation Study of the Camera Perspective in the Game Mutation Madness

  • Liliana Vale Costa,
  • Ana Passos,
  • Nelson Zagalo

摘要

A major cinematic component in game storytelling is the camera, offering the player a perspective towards the environment. Although the camera use in game storytelling has been undoubtedly important, there has been lack of understanding of its implications in narrative comprehension and relatedness to the game world. Forty-six young adults aged between 18 and 35 were selected to participate in an A/B evaluation of an in-game cinematic scene that was shown from a first- and third-person camera perspective, aimed to assess the effect of the Point of View (POV) camera on visual attention and story comprehension in the game Mutation Madness. Participants’ self-reported evaluations of the scene were collected, together with eye-tracking recordings, suggesting that whereas the third-person camera perspective in game cinematics is suitable to show the omniscient knowledge of the story and evoke the sense of time and the agents of the story, the first-person camera perspective is used to guide the player to game events. The implications of camera use in the narrative-gameplay experience based on the POV analysis, visual attention and story comprehension are discussed.