5.2 The Impact of Customization on Performance
The group 2 (CO) had significantly more collisions than the group 3 (KO). This result may be
influenced by the avatar identification and diversity of customization. Group 2 (CO) had
significantly higher avatar identification than group 3 (KO). In my game, character
customization has more aspects and options to customize, and players spend more time on
customization. The kart takes less time to customize with fewer aspects and options. According
to previous educational experiments, high avatar identification has a negative impact on
performance. Bowman et. al suggest that avatars more like “objects” cause players to focus more
on in-game mechanics and challenges (“pleasures of control”). Failure in the game (which is
almost guaranteed, the mean number of attempts in the first level was 8.4), may be especially
thwarting when the character failing is you (Kao & Harrell, 2015). This can be used to explain
the results here. When players hit the obstacles on the track, the higher identification of
characters brought greater frustration. Players of group 2 (CO) had a higher avatar identification
to their characters, and their performance was affected by greater frustration. Players in group 3
(KO) used the default character and had a short customization time, so they could focus more on
the mechanics and challenges of the game. Simple default characters and less customization
features of the kart improved the player's performance.
Another explanation is that players with Action Video Game (AVG) experience performed better
in driving games. Although 70% of Group 3 (KO) players rarely play racing games, only 36.36%
of Group 2 (CO) players rarely play racing games, and the rest of Group 2 (CO) players play
racing game sometimes (36.36%), often (18.18%), and frequently (9.09%), 80% of Group 3 (KO)
players play video games frequently. Only 27.27% of players in the group 2 (CO) played games
frequently. Based on previous experiments of AVG experience and driving performance,
long-term 3D game players performed better by driving less out of the lane. Participants with
higher AVG experience were better drivers in the simulation across all drives, which indicated
evidence of task related transfer (Rupp et al., 2016). Players in group 3 (KO) were likely to have
more 3D gaming experience on a regular basis, leading to improved performance and fewer
collisions.
Gender differences may also play a role here. The group 1 (FC) and group 4 (NC) were nearly
50% male and 50% female, but 63.64% of the group 2 (CO) was women (n=7, N=11) and all
players in the group 3 (KO) were male. According to previous experiments, male workers are
better at spatial rotation than female workers in multitasking situations. In two experiments,
participants completed a multitasking session with four gender-fair monitoring tasks and
separate tasks measuring executive functioning (working memory updating) and spatial ability
(mental rotation). In both experiments, males outperformed females in monitoring accuracy
(Mäntylä, 2013). Whether or not my game should be considered multitasking is up in the air.
More research is needed on the effects of gender differences.
5.3 The Impact of Customization on Player Experience
As can be seen from the above data, the mean value of player experience of group 1 (FC) and
group 2 (CO) is higher than that of group 3 (KO) and group 4 (NC), which may be caused by the
similarity of the avatar. Group 1 (FC) and group 2 (CO) have character customization, so the
character similarity is higher. In a previous experiment, Kao found that avatars with higher
anthropomorphism led to higher player experience (Kao, 2019). The distribution of average
player experience is consistent with the previous experiment. However, differences in player