Analyzing the relationship between pressure sensitivity and player experience

Henry Fernández, Koji Mikami, K. Kondo
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Abstract

This paper summarizes the findings of a study about patterns between the levels of pressure exerted on a gamepad's buttons and the way that players feel when playing. We designed an experiment to trigger different emotions (boredom, frustration, fun) from players when playing a 2D space shooter and analyzed the relationship between pressure and experience. Results show clear trends and a close correlation between pressure and specific players' aspects. Older players tended to press the button harder and players with more experience tended to press it softer. We also found out that there is a strong correlation between pressure and aspects such as difficulty, fun, arousal and dominance, being the correlation: pressure/fun (76.92%) and pressure/dominance (78.57%) the most relevant ones. Finally, frustration, boredom and valence had unclear results, however, trends showed the following: the more frustration, the harder players pressed the button, boredom has an inversely proportional relation with pressure and the results for valence were 61.54% positive, without having a solid final conclusion about this parameter. We propose a parameters classification to carry on with this result in our next step and show how could we design an effective estimation method in the future.
分析压力敏感性与玩家体验之间的关系
本文总结了一项关于手柄按键压力水平与玩家体验方式之间模式的研究结果。我们设计了一个实验来激发玩家在玩2D太空射击游戏时的不同情绪(无聊、沮丧、有趣),并分析了压力和体验之间的关系。结果显示,压力与运动员特定方面之间存在明显的趋势和密切的相关性。年龄较大的玩家倾向于更用力地按压按键,而经验丰富的玩家则倾向于更轻柔地按压按键。我们还发现,压力与难度、乐趣、激励和支配等方面存在很强的相关性,其中压力/乐趣(76.92%)和压力/支配(78.57%)相关性最强。最后,挫折感、无聊感和效价的结果不明确,但趋势如下:玩家越沮丧,越用力按键,无聊感与压力呈反比关系,效价的结果为61.54%,该参数没有确切的最终结论。我们提出了一种参数分类方法来继续我们下一步的研究,并展示了我们如何在未来设计一种有效的估计方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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