Videogame control device impact on the play experience


Autoria(s): McEwan, Mitchell; Johnson, Daniel; Wyeth, Peta; Blackler, Alethea L.
Contribuinte(s)

Cermak-Sassenrath, Daniel

Walker, Charles

Data(s)

2012

Resumo

New types of control devices for videogames have emerged and expanded the demographics of the game playing public, yet little is known about which populations of gamers prefer which style of interaction and why. This paper presents data from a study that seeks to clarify the influence the control interface has on the play experience. Three commercial control devices were categorised using an existing typology, according to how the interface maps physical control inputs with the virtual gameplay actions. The devices were then used in a within-groups experimental design aimed at measuring differences in play experience across 64 participants. Descriptive analysis is undertaken on the performance, play experience and preference results for each device. Potential explanations for these results are discussed, as well as the direction of future work.

Formato

application/pdf

Identificador

http://eprints.qut.edu.au/54205/

Publicador

ACM

Relação

http://eprints.qut.edu.au/54205/1/McEwan_et_al._2012_Videogame_control_device_impact_on_the_play_experience.pdf

DOI:10.1145/2336727.2336745

McEwan, Mitchell, Johnson, Daniel, Wyeth, Peta, & Blackler, Alethea L. (2012) Videogame control device impact on the play experience. In Cermak-Sassenrath, Daniel & Walker, Charles (Eds.) Proceedings of The 8th Australasian Conference on Interactive Entertainment : Playing the System, ACM, Aotea Centre, Auckland, New Zealand, 18:1-18:3.

Direitos

Copyright 2012 ACM

Fonte

School of Design; School of Electrical Engineering & Computer Science; Creative Industries Faculty; Science & Engineering Faculty

Palavras-Chave #080602 Computer-Human Interaction #Control Device #Natural Mapping #Play Experience #Videogames
Tipo

Conference Paper