@inproceedings{303227610b0242aaad58af95c1b2d4a6,
title = "The Door: Timing Effects of Fourth Wall Breaks on Immersion and Game Experience in an Adventure Game",
abstract = "Fourth wall breaks in video games can affect the players{\textquoteright} game experience. Although breaking the fourth wall is a well-known stylistic element, it is still unclear how to utilize it to enhance the game experience. Researchers assume that the effects of fourth wall breaks on players depend on the situation they occur. Therefore, we investigated whether the timing of fourth wall breaks affects players{\textquoteright} immersion and game experience. In our game called ”The Door”, 24 participants either experienced a fourth wall break in the beginning, the middle or at the end of the game. We found that the timing of a fourth wall break had a significant effect on players{\textquoteright} immersion and perceived competence. We discuss potential explanations for the effects referring to games known for their fourth wall breaks.",
keywords = "fourth wall break, game experience, video games, immersion, Video games, Game experience, Fourth wall break, Immersion",
author = "Martin Kocur and Pascal Lindemann and Tim Pfeil and Michael Lankes",
note = "Publisher Copyright: {\textcopyright} 2021 Owner/Author.",
year = "2021",
month = oct,
day = "15",
doi = "10.1145/3450337.3483489",
language = "English",
isbn = "9781450383561",
series = "CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play",
publisher = "Association for Computing Machinery",
pages = "43–48",
booktitle = "CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play",
}