Videogame control device impact on the play experience
McEwan, Mitchell, Johnson, Daniel M., Wyeth, Peta, & Blackler, Alethea L. (2012) Videogame control device impact on the play experience. In Cermak-Sassenrath, Daniel, Walker, Charles, & Tan, Chek Tien (Eds.) Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System, ACM Press, Aotea Centre, Auckland, New Zealand, pp. 1-3.
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.
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|Item Type:||Conference Paper|
|Keywords:||Control device, Natural mapping, Play experience, Videogames|
|Subjects:||Australian and New Zealand Standard Research Classification > ENGINEERING (090000)|
Australian and New Zealand Standard Research Classification > STUDIES IN CREATIVE ARTS AND WRITING (190000)
|Divisions:||Current > Schools > School of Design|
Current > Schools > School of Electrical Engineering & Computer Science
Current > QUT Faculties and Divisions > Creative Industries Faculty
Current > QUT Faculties and Divisions > Science & Engineering Faculty
|Copyright Owner:||Copyright 2012 ACM|
|Deposited On:||14 Sep 2012 09:51|
|Last Modified:||17 Sep 2012 11:09|
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