Abstract
Videogame control interfaces continue to evolve beyond their traditional roots, with devices encouraging more natural forms of interaction growing in number and pervasiveness. Yet little is known about their true potential for intuitive use. This paper proposes methods to leverage existing intuitive interaction theory for games research, specifically by examining different types of naturally mapped control interfaces for videogames using new measures for previous player experience. Three commercial control devices for a racing game 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 (n=64) experimental design aimed at measuring differences in intuitive use outcomes. Results from mixed design ANOVA are discussed, along with implications for the field.
Original language | English |
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Title of host publication | CHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play |
Place of Publication | New York |
Publisher | Association for Computing Machinery, Inc |
Pages | 191-200 |
Number of pages | 10 |
ISBN (Electronic) | 9781450330145 |
DOIs | |
Publication status | Published - 1 Jan 2014 |
Externally published | Yes |
Event | 1st ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2014 - Toronto, Canada Duration: 19 Oct 2014 → 21 Oct 2014 |
Conference
Conference | 1st ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2014 |
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Country/Territory | Canada |
City | Toronto |
Period | 19/10/14 → 21/10/14 |
Keywords
- Control devices
- Game control
- Games user research
- Intuitive interaction
- Natural mapping