{"title":"Only for casual players?: investigating player differences in full-body game interaction","authors":"R. Mizobata, Chaklam Silpasuwanchai, Xiangshi Ren","doi":"10.1145/2592235.2592244","DOIUrl":null,"url":null,"abstract":"Full-body motion gestures enable realistic and intuitive input in video games. However, little is known regarding how different kinds of players engage/disengage with full-body game interaction. In this paper, adopting a user-typing approach, we explore player differences and their preferences in full-body gesture interaction (i.e., Kinect). Specifically, we hypothesize three human factors that influence player engagement in full-body game interaction, i.e., the player's motivation to succeed (achiever vs. casual player), motivation to move (mover vs. non-mover), and game expertise (gamer vs. non-gamer). To explore the hypotheses, we conducted an experiment where participants were tasked with playing three different video games supporting full-body game gestures. The results suggest a significant correlation and main effect of the three factors on players' engagement. The results also suggest three important game properties that affect players' preferences: level of cognitive challenge, level of physical challenge and level of realistic interaction.","PeriodicalId":167331,"journal":{"name":"Chinese CHI '14","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Chinese CHI '14","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2592235.2592244","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7
Abstract
Full-body motion gestures enable realistic and intuitive input in video games. However, little is known regarding how different kinds of players engage/disengage with full-body game interaction. In this paper, adopting a user-typing approach, we explore player differences and their preferences in full-body gesture interaction (i.e., Kinect). Specifically, we hypothesize three human factors that influence player engagement in full-body game interaction, i.e., the player's motivation to succeed (achiever vs. casual player), motivation to move (mover vs. non-mover), and game expertise (gamer vs. non-gamer). To explore the hypotheses, we conducted an experiment where participants were tasked with playing three different video games supporting full-body game gestures. The results suggest a significant correlation and main effect of the three factors on players' engagement. The results also suggest three important game properties that affect players' preferences: level of cognitive challenge, level of physical challenge and level of realistic interaction.