Natural mapping and intuitive interaction in videogames

Michael McEwan, A. Blackler, Daniel M. Johnson, Peta Wyeth
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引用次数: 34

Abstract

Videogame control interfaces continue to evolve beyond their traditional roots, with devices encouraging more natural forms of interaction growing in number and pervasiveness. Yet little is known about their true potential for intuitive use. This paper proposes methods to leverage existing intuitive interaction theory for games research, specifically by examining different types of naturally mapped control interfaces for videogames using new measures for previous player experience. Three commercial control devices for a racing game 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 (n=64) experimental design aimed at measuring differences in intuitive use outcomes. Results from mixed design ANOVA are discussed, along with implications for the field.
电子游戏中的自然映射和直观交互
电子游戏控制界面将继续超越其传统根源,随着设备鼓励更多自然形式的互动,其数量和普及程度也在不断增长。然而,人们对它们在直观应用方面的真正潜力知之甚少。本文提出了利用现有的直观交互理论进行游戏研究的方法,特别是通过使用新的方法来检测电子游戏的不同类型的自然映射控制界面。根据界面如何映射物理控制输入和虚拟游戏动作,我们使用现有的类型对一款赛车游戏的三种商业控制设备进行了分类。然后将这些装置用于组内(n=64)实验设计,旨在测量直观使用结果的差异。讨论了混合设计方差分析的结果,以及对该领域的影响。
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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