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Cutscenes, Gameplay, and Perceived Player Immersion
By: Evan Skarin
Supervisor: Paul Toprac
Masters of Interactive Technology degree conferred December 8, 2010
Thesis / Project completed: December 8, 2010

This thesis presents an exploration of the role cut-scenes in video games in relation to player immersion.  This study presents the sensory, challenge, and imaginative immersion model (SCI model), as developed by Ermi & Mayra (2005), to create a measure to assess how immersed players are while watching a cut-scene in an Elder Scrolls Oblivion level (with three experimental conditions) and measure the effect of this cut-scene on immersion and player enjoyment. 

Results tentatively support the validity of the SCI model. Low to moderate correlations to items within each sub-measure of the SCI model require further test re-test reliability.  Participants reported more immersed in levels without cut-scenes and considerably less immersed in levels with cut-scenes.  Surprisingly, players enjoyed levels with cut-scenes placed after battles or the end of the level the most despite the fact that levels with cut-scenes are less immersive for players.

Download entire thesis (.pdf)