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.