Subtlety Over Prominence:
Comparing the effects of diegetic and non-diegetic forms of visual signposting on user experience in first-person video games

Research Project Overview
For my MSc research project I intend to conduct a study into the comparative effects of diegetic and non-diegetic forms of visual signposting on user experience in first person games. This will be accomplished through use of an original 3D game scenario developed by myself that aims to incorporate both diegetic and non-diegetic signposting into two distinct levels for users to play. The 3D game scenario will be used in conjunction with a primarily quantitative survey aimed at measuring user experience.
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The first-person 3D test scenario will be developed in the Unreal Engine (Epic Games 2022) using assets created with Autodesk Maya (Autodesk 2021) and Adobe Substance 3D Painter (Adobe 2023). This test scenario will feature two separate levels that primarily feature diegetic and non-diegetic forms of visual signposting to aid player navigation and problem solving. Players will randomly play these levels one after another, and following their interaction with the test scenario they will be directed to fill out a survey to measure their user experience.
The survey element of the research project aims to measure user experience by using the Game Experience Questionnaire developed by IJsselsteijn, De Kort and Poels (2013). This questionnaire measures user experience in games through seven different components, these being:
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Competence
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Sensory and Imaginative Immersion
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Flow
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Tension/ Annoyance
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Challenge
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Negative Affect
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Positive Affect
This questionnaire will be adapted for use with Microsoft Teams (Microsoft 2016) and packaged alongside the game scenario for distribution to participants.
Research Aims and Objectives
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Understand the comparative effects of diegetic and non-diegetic forms of visual signposting on user experience in first-person games.
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Draw conclusions from the research on the best case implementations for diegetic and non-diegetic forms of visual signposting in games.
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Utilise the Unreal Engine (Epic Games 2022a) to programme an original 3D game scenario.
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Utilise industry standard software like Autodesk Maya (Autodesk 2021), Substance 3D Painter (Adobe 2023), Quixel Mixer (Epic Games 2022b), and Photoshop (Adobe 2010) to develop original assets for use in the 3D game scenario.
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Further develop personal game development skills through the creation of the 3D game scenario.
Research Reasoning
There are multiple reasons both personal and academic that have contributed to my desire to research this area specifically.
Personally, this area of diegesis in reference to games has always interested me. Non-diegetic game elements, whether they be user interfaces or meta elements in the game world, seem to be used far more in comparison to other more typical media like film and television (Galloway 2006). Many assume presenting information to players in a diegetic manner would be better for their sense of immersion and presence in the game world (Marre et al. 2021). However, the prevalent usage of non-diegetic game elements would seem to suggest it is not that simple. By conducting this study I aim to better understand if there is any discernible difference the usage of diegetic and non-diegetic game elements for visual signposting. Whilst also developing my own personal skills related to game develop through the planning and creation of the 3D game scenario.
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Academically I believe this avenue of inquiry holds weight too. There have been multiple studies conducted on the role diegesis plays in reference to game elements. This interest in the role of diegesis in games is clearly demonstrated in Bosmans' (2022) paper on the role of audio in the diegesis of VR games, and further demonstrated in Marre and others' (2021) article on the impact of diegetic and non-diegetic HUD elements on player performance and experience. The widespread and interchangeable usage of diegetic and non-diegetic game elements in video games fuels the need to further investigate into their effects, especially as newer platforms like VR become more available and differing styles of games become more popular.