This study examined how viewpoint (first-person vs. third-person), gamer type (hardcore vs. casual), and gender relate to task completion efficiency and immersion in a controlled tablet-based shooting game. A total of 100 participants recruited via snowball sampling each completed four tasks imposing distinct demands, in a 2 × 2 × 2 between-subjects design with task as a within-subjects factor; immersion was assessed after the session using the Immersion Experience Questionnaire (IEQ; Cronbach’s α = 0.90). A mixed-design ANOVA showed that the third-person viewpoint, F(1, 92) = 9.27, p =0.003, η²ₚ = 0.092, and hardcore gamer type, F(1, 92) = 11.79, p <0.001, η²ₚ = 0.114, were each associated with faster completion, with no significant interaction involving task, indicating that both advantages held consistently across the four tasks. Supplementary shots-fired data revealed a difference not captured by completion time: in the most complex combat task, hardcore gamers reached the goal with roughly one-third the shots of casual gamers, F(1, 92) = 100.70, p <0.001, η²ₚ = 0.52, whereas viewpoint was unrelated to shots fired. Exploratory per-task analyses suggested selective effects of gamer type, viewpoint, and gender that did not survive correction for multiple comparisons. For immersion, viewpoint showed no effect, whereas a gender × gamer-type interaction emerged: among hardcore gamers, female participants reported higher immersion than male participants, while casual gamers did not differ by gender. These findings are specific to this sample, platform, and prototype.
No takes yet. Share an insight, caveat, or question.
Chen et al. (2026) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: