In the first research study done by Kim and Sundar (2013) they were determining if the controller type and screen size affected the user’s aggression …show more content…
The first hypothesis was if a game such as boxing had been accurately designed it would be perceived as more realistic than to a game that is not. Hypothesis 2 states that if the controller accurately represents a real life boxing situation will have more controller naturalness. Hypothesis 3 states the controller naturalness will have a positive effect on the realism of the game. Hypothesis 4 states controller naturalness will lead to greater immersion. Hypothesis 5 states realism will lead to great immersion. Hypothesis 6 states immersion will lead to aggression. McGloin, Farrar, and Krcmar (2013) sampled the participants from an introductory communication course. The participant majority was white, male, and the average age was nineteen. The participants had to be randomly placed into one of the conditions: low realism, high controller naturalness; low realism, low controller naturalness; high realism, low controller naturalness; high realism, high controller naturalness. Participants would then take ten minutes to practice the game they would be playing. After the practice game was finished, they were asked to do a timed word puzzle to distract them while someone reset the game. After completion of the word puzzle, the participants would play the game for fifteen minutes. The results concluded that Hypothesis 1 was supported, while Hypothesis 2 was not supported, the realistic controller did not have an effect on the control naturalness. Hypothesis 3, 4, 5, and 6 were all supported. One limitation of the study was they were no distinctive differences in controller naturalness between a participant who was playing the boxing game with boxing gloves and a participant who was playing without gloves. Another limitation of the study was the sample of