Method and Procedure
It was assumed that self-explained personality comparison with digital
reality experience could bring in some useful information about various
players feels, those could be inform about certain relationships and may
provide some additional information about these experience?
Total 60 willing participants fulfilling following conditions, education
(having higher Secondary School Certificate and higher education)
belonging to all genders with the age range of 10 to 30 years of age
having an experience of digital reality, willing to sign the consent
forms were requested in a random survey to complete some simple
questionnaires (two) in native language consisting of total 10
questions. These questionnaires were multiple choices and each question
had four possible choices. The participants were told to select only one
option that suited them the most and that reflected their own self in
the best possible manner. The running translation in English language of
the first questionnaire that was consisting of 5 questions is as
follows, first question was, “do you think that you are a brave
person?”, the options those participants had to choose were a) Fully
agreed b) Somewhat c) May be d) I do not know, the second question was”
Do you think you can withstand most difficult situations?” The options
for this question were, a) Always b) Most of the times c) Well may be d)
I never thought about it, the third question was, “ Do you think that
people around you always rate you as the best personality?” The answer
options were, a) This statement is totally correct b) Perhaps often I
felt like that c) You can say d) Perhaps it is not like that, the forth
question was, “ Do you think that you are so intelligent that you
understand what is difficult for others to grasp and you can easily
clarify it to them?“ The answers for this question were, a) It is 100%
correct b) Often it happens c) I felt it on some occasions d) I do not
know, the fifth question was, “Did you experience digital games
earlier?” and options were a) Many times b) A few times c) Two times d)
Never. It was supposed that the responses of the participants to the
first question were their self reported self-assessment about their
personalities, the responses to the second question were reflecting
self-assessed resilience or steadfastness, the responses of the
participants to the third question were about their social rating of
their selves, the responses of the participants to the forth questions
were about their self-assessed intelligence capacity and the responses
of the fifth question were reflective of the participants’ digital games
preference and experience levels as well as the desires to play the game
again.
The second questionnaire was consisted of 5 multiple choice questions
but in it each question was having similar multiple choice following
possible options, a) Very much b) Yes c) May be d) Not at all. The first
question was, a) It was pleasurable to play the digital game? The second
question was b) did you feel scared during the digital game? The third
question was, did you feel nervous during the digital game? The forth
question was do you want to play this game again? The fifth question was
that, did you feel sensuality in your body during the digital game?
These five questions were reflective of the feel experience of
participants about digital reality games. First question’s choice was
associated with the amount of pleasure associated with digital reality
games starting from a) 4 marks b) 3 marks c) 2 marks and d) 1 mark, the
fifth question was about the sensuality experience related with the
play, the fourth question was about the measurement pleasure catching
strength of digital game, whereas question no three and two were about
the emotionally demanding experiences during the digital reality game
play.