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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.

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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.

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ID Code: 53569
Item Type: Conference Paper
Additional URLs:
Keywords: Control device, Natural mapping, Play experience, Videogames
DOI: 10.1145/2336727.2336745
ISBN: 9781450314107
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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