L. Nacke, João P. Costa, Dennis L. Kappen, James Robb, Daniel Buckstein
{"title":"开发标志性和半标志性的游戏控制器","authors":"L. Nacke, João P. Costa, Dennis L. Kappen, James Robb, Daniel Buckstein","doi":"10.1145/2658537.2661327","DOIUrl":null,"url":null,"abstract":"We propose the notion of semi-iconic game input (i.e., sharing some properties of game objects instead of being a complete iconic representation of them) and investigate influence of controller representation on player experience. In particular, we developed game controllers at different degrees of realism (symbolic, semi-iconic, and iconic). We present the developed controllers and initial usability findings.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"23 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Developing iconic and semi-iconic game controllers\",\"authors\":\"L. Nacke, João P. Costa, Dennis L. Kappen, James Robb, Daniel Buckstein\",\"doi\":\"10.1145/2658537.2661327\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We propose the notion of semi-iconic game input (i.e., sharing some properties of game objects instead of being a complete iconic representation of them) and investigate influence of controller representation on player experience. In particular, we developed game controllers at different degrees of realism (symbolic, semi-iconic, and iconic). We present the developed controllers and initial usability findings.\",\"PeriodicalId\":126882,\"journal\":{\"name\":\"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play\",\"volume\":\"23 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2014-10-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2658537.2661327\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2658537.2661327","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Developing iconic and semi-iconic game controllers
We propose the notion of semi-iconic game input (i.e., sharing some properties of game objects instead of being a complete iconic representation of them) and investigate influence of controller representation on player experience. In particular, we developed game controllers at different degrees of realism (symbolic, semi-iconic, and iconic). We present the developed controllers and initial usability findings.