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Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research

机译:包括非游戏玩家:一个案例研究比较了3D游戏中的触摸和运动输入进行研究

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While digital games are becoming increasingly popular as a choice for research stimuli, their complex nature brings about challenges. The design of the games and designers' reliance on established conventions may hinder their use in research, particularly with 'non-gaming' test subjects. In this study, we explored how players performed using a 1-to-1 motion control scheme using a tablet's gyroscope to control the camera as compared to a traditional touch-based joystick in a 3D first-person game. Results showed that players - particularly those less experienced with games - found the game more enjoyable and exciting with motion controls than with joystick controls. Additionally, while experienced players performed better than inexperienced ones when using the joystick, this difference was not present when using the motion controls. We therefore believe motion-based control schemes can be beneficial in making research using games more accessible to a wider range of participants, and to limit influence of prior gaming experience on gathered data.
机译:虽然数字游戏变得越来越受到研究刺激的选择,但他们的复杂性带来了挑战。游戏和设计师依赖既定公约的设计可能会阻碍他们在研究中使用,特别是在“非游戏”测试主题。在这项研究中,我们探讨了使用一台1至1个运动控制方案的玩家使用平板电脑的陀螺仪来控制相机,与3D第一人称游戏中的传统触摸的操纵杆相比。结果表明,球员 - 特别是那些与游戏经验不那么多的运动员 - 发现游戏更加愉快,运动控制比操纵杆控制更令人愉快和令人兴奋。此外,在使用操纵杆时,经验丰富的玩家比缺乏经验的球员更好,而使用运动控制时不存在这种差异。因此,我们认为,基于运动的控制方案可以利用更广泛的参与者更能访问的游戏,并限制对收集数据的影响。

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