Robert J. Teather, J. Carette, Manivanna Thevathasan
{"title":"射击游戏在大屏幕上的均匀与非均匀缩放","authors":"Robert J. Teather, J. Carette, Manivanna Thevathasan","doi":"10.1109/GEM.2015.7377210","DOIUrl":null,"url":null,"abstract":"We present a study comparing player performance in a shooter game using two different types of scaling across four display sizes. The first scaling type used uniform scaling where increasing the display size also increased the size of all in-game elements by the same factor. The second employed non-uniform scaling where all in-game elements remained fixed in size, but the game environment increased (or decreased) in size. As expected, gameplay becomes much easier at larger scales with non-uniform scaling. Our results quantify this expectation: different difficulty attributes are very well modeled using either linear or power models. We discuss the implications this has on maintaining constant game difficulty and user experience.","PeriodicalId":376362,"journal":{"name":"2015 IEEE Games Entertainment Media Conference (GEM)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Uniform vs. non-uniform scaling of shooter games on large displays\",\"authors\":\"Robert J. Teather, J. Carette, Manivanna Thevathasan\",\"doi\":\"10.1109/GEM.2015.7377210\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We present a study comparing player performance in a shooter game using two different types of scaling across four display sizes. The first scaling type used uniform scaling where increasing the display size also increased the size of all in-game elements by the same factor. The second employed non-uniform scaling where all in-game elements remained fixed in size, but the game environment increased (or decreased) in size. As expected, gameplay becomes much easier at larger scales with non-uniform scaling. Our results quantify this expectation: different difficulty attributes are very well modeled using either linear or power models. We discuss the implications this has on maintaining constant game difficulty and user experience.\",\"PeriodicalId\":376362,\"journal\":{\"name\":\"2015 IEEE Games Entertainment Media Conference (GEM)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2015 IEEE Games Entertainment Media Conference (GEM)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/GEM.2015.7377210\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 IEEE Games Entertainment Media Conference (GEM)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/GEM.2015.7377210","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Uniform vs. non-uniform scaling of shooter games on large displays
We present a study comparing player performance in a shooter game using two different types of scaling across four display sizes. The first scaling type used uniform scaling where increasing the display size also increased the size of all in-game elements by the same factor. The second employed non-uniform scaling where all in-game elements remained fixed in size, but the game environment increased (or decreased) in size. As expected, gameplay becomes much easier at larger scales with non-uniform scaling. Our results quantify this expectation: different difficulty attributes are very well modeled using either linear or power models. We discuss the implications this has on maintaining constant game difficulty and user experience.