Better be quiet about it! The Effects of Phantom Latency on Experienced First-Person Shooter Players

David Halbhuber, Maximilian Schlenczek, J. Bogon, N. Henze
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引用次数: 5

Abstract

Users’ expectations about systems alter how they interact with them, thereby influencing their experience. Latency is also known to alter experience and performance in interactive systems, particularly in video games. Currently, it is unclear if users’ expectations influence latency-based effects. We report the results of an experiment (N = 24) in which participants played a video game with four levels of phantom latency (30 ms, 60 ms, 90 ms, and 120 ms). Crucially, all rounds were played with 75 ms of actual latency, we merely changed its presentation in the game. We show that a high phantom latency reduces game experience and performance. Participants were least accurate and effective when playing with 120 ms while feeling the least competent and tensest. We concluded that the effects of latency are partly expectation-based. Latency researchers, developers, and gamers must be aware of the effects induced by the expectation of latency.
最好别说了!资深第一人称射击玩家的幻影延迟效应
用户对系统的期望改变了他们与系统的交互方式,从而影响了他们的体验。延迟也会改变交互系统的体验和性能,特别是在电子游戏中。目前,尚不清楚用户的期望是否会影响基于延迟的效果。我们报告了一项实验的结果(N = 24),在这项实验中,参与者玩了一个具有四种幻像潜伏期(30毫秒、60毫秒、90毫秒和120毫秒)的视频游戏。最重要的是,所有回合的实际延迟都是75毫秒,我们只是改变了它在游戏中的呈现方式。我们证明了高幻像延迟会降低游戏体验和性能。在120毫秒的时间里,参与者的准确性和效率都是最低的,他们感觉自己的能力最差,也最紧张。我们的结论是,延迟的影响部分是基于预期的。延迟研究人员、开发人员和玩家必须意识到预期延迟所带来的影响。
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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