Videogame control device impact on the play experience

Mitchell McEwan*, Daniel Johnson, Peta Wyeth, Alethea Blackler

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference proceeding contribution

18 Citations (Scopus)

Abstract

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.

Original languageEnglish
Title of host publicationPlaying the System - IE 2012, Proceedings of the 8th Australasian Conference on Interactive Entertainment
PublisherAssociation for Computing Machinery (ACM)
Number of pages3
ISBN (Print)9781450314107
DOIs
Publication statusPublished - 29 Aug 2012
Externally publishedYes
Event8th Australasian Conference on Interactive Entertainment: Playing the System, IE 2012 - Auckland, New Zealand
Duration: 21 Jul 201222 Jul 2012

Conference

Conference8th Australasian Conference on Interactive Entertainment: Playing the System, IE 2012
CountryNew Zealand
CityAuckland
Period21/07/1222/07/12

Keywords

  • control device
  • natural mapping
  • play experience
  • videogames

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