skip to main content
10.1145/2957265.2961843acmconferencesArticle/Chapter ViewAbstractPublication PagesmobilehciConference Proceedingsconference-collections
research-article
Open Access

Watching movies on netflix: investigating the effect of screen size on viewer immersion

Published:06 September 2016Publication History

ABSTRACT

Film and television content is moving out of the living room and onto mobile devices - viewers are now watching when and where it suits them, on devices of differing sizes. This freedom is convenient, but could lead to differing experiences across devices. Larger screens are often believed to be favourable, e.g. to watch films or sporting events. This is partially supported in the literature, which shows that larger screens lead to greater presence and more intense physiological responses. However, a more broadly-defined measure of experience, such as that of immersion from computer games research, has not been studied. In this study, 19 participants watched content on three different screens and reported their immersion level via questionnaire. Results showed that the 4.5-inch phone screen elicited lower immersion scores when compared to the 13-inch laptop and 30-inch monitor, but there was no difference when comparing the two larger screens. This suggests that very small screens lead to reduced immersion, but after a certain size the effect is less pronounced.

References

  1. Cheryl Campanella Bracken and Gary Pettey. 2007. It is REALLY a smaller (and smaller) world: Presence and small screens. In Proceedings of the 10th International Workshop on Presence. (Barcelona, Spain). 283--290.Google ScholarGoogle Scholar
  2. Emily Brown and Paul Cairns. 2004. A Grounded Investigation of Game Immersion. In CHI '04 Extended Abstracts on Human Factors in Computing Systems (CHI EA '04). ACM, New York, NY, USA, 1297--1300. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Duncan P. Brumby, Helena Du Toit, Harry J. Griffin, Ana Tajadura-Jiménez, and Anna L. Cox. 2014. Working with the Television on: An Investigation into Media Multitasking. In Proceedings of the Extended Abstracts of the 32Nd Annual ACM Conference on Human Factors in Computing Systems (CHI EA '14). ACM, New York, NY, USA, 1807--1812. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Rick Busselle and Helena Bilandzic. 2009. Measuring narrative engagement. Media Psychology 12, 4 (2009), 321--347.Google ScholarGoogle ScholarCross RefCross Ref
  5. Paul Cairns, Anna Cox, and A. Imran Nordin. 2014a. Immersion in digital games: a review of gaming experience research. Handbook of digital games, MC Angelides and H. Agius, Eds. Wiley-Blackwell (2014), 339--361.Google ScholarGoogle Scholar
  6. Paul Cairns, Jing Li, Wendy Wang, and A. Imran Nordin. 2014b. The Influence of Controllers on Immersion in Mobile Games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '14). ACM, New York, NY, USA, 371--380. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Eduardo H. Calvillo-Gámez and Paul Cairns. 2008. Pulling the strings: A theory of puppetry for the gaming experience. In Conference Proceedings of the Philosophy of Computer Games 2008. 308--323.Google ScholarGoogle Scholar
  8. Anna Cox, Paul Cairns, Pari Shah, and Michael Carroll. 2012. Not Doing but Thinking: The Role of Challenge in the Gaming Experience. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '12). ACM, New York, NY, USA, 79--88. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Henrik Engström, Jenny Brusk, and Per Anders Östblad. 2015. Including Visually Impaired Players in a Graphical Adventure Game: A Study of Immersion. IADIS International Journal on Computer Science and Information System 10, 2 (2015), 95--112.Google ScholarGoogle Scholar
  10. Melanie C. Green and Timothy C. Brock. 2000. The role of transportation in the persuasiveness of public narratives. Journal of personality and social psychology 79, 5 (2000), 701.Google ScholarGoogle ScholarCross RefCross Ref
  11. Hayrettin Gürkök. 2012. Mind the sheep! User experience evaluation & brain-computer interface games. Ph.D. Dissertation. Enschede, the Netherlands.Google ScholarGoogle Scholar
  12. Wijnand IJsselsteijn, Huib de Ridder, Jonathan Freeman, S. E. Avons, and Don Bouwhuis. 2001. Effects of Stereoscopic Presentation, Image Motion, and Screen Size on Subjective and Objective Corroborative Measures of Presence. Presence: Teleoper. Virtual Environ. 10, 3 (June 2001), 298--311. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Charlene Jennett, Anna L. Cox, Paul Cairns, Samira Dhoparee, Andrew Epps, Tim Tijs, and Alison Walton. 2008. Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies 66, 9 (2008), 641--661. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Michal Levin. 2014. Designing Multi-device Experiences: An Ecosystem Approach to User Experiences Across Devices. O'Reilly Media, Inc.Google ScholarGoogle Scholar
  15. Matthew Lombard, Theresa B. Ditton, Maria Elizabeth Grabe, and Robert D. Reich. 1997. The role of screen size in viewer responses to television fare. Communication Reports 10, 1 (1997), 95--106.Google ScholarGoogle ScholarCross RefCross Ref
  16. M Lombard, RD Reich, ME Grabe, CC Bracken, and TB Ditton. 2000. Presence and television. The role of screen size. Human Communication Research 26, 1 (2000), 75--98.Google ScholarGoogle Scholar
  17. Ofcom. 2015. The Communications Market Report 2015. (2015).Google ScholarGoogle Scholar
  18. Byron Reeves, Annie Lang, Eun Young Kim, and Deborah Tatar. 1999. The Effects of Screen Size and Message Content on Attention and Arousal. Media Psychology 1, 1 (1999), 49--67.Google ScholarGoogle ScholarCross RefCross Ref
  19. Penelope Sweetser and Peta Wyeth. 2005. Game-Flow: A Model for Evaluating Player Enjoyment in Games. Comput. Entertain. 3, 3 (July 2005), 3--3. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Matt Thompson, A. Imran Nordin, and Paul Cairns. 2012. Effect of Touch-screen Size on Game Immersion. In Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers (BCS-HCI '12). British Computer Society, Swinton, UK, UK, 280--285. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. David Weibel, Bartholomäus Wissmath, Stephan Habegger, Yves Steiner, and Rudolf Groner. 2008. Playing online games against computer-vs. human-controlled opponents: Effects on presence, flow, and enjoyment. Computers in Human Behavior 24, 5 (2008), 2274--2291. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Torsten Wortwein, Louis-Philippe Morency, and Stefan Scherer. 2015. Automatic assessment and analysis of public speaking anxiety: A virtual audience case study. In Affective Computing and Intelligent Interaction (ACII), 2015 International Conference on. IEEE, 187--193. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Watching movies on netflix: investigating the effect of screen size on viewer immersion

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      MobileHCI '16: Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct
      September 2016
      664 pages
      ISBN:9781450344135
      DOI:10.1145/2957265

      Copyright © 2016 Owner/Author

      This work is licensed under a Creative Commons Attribution International 4.0 License.

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 6 September 2016

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      Overall Acceptance Rate202of906submissions,22%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader