延迟和游戏视角对玩家表现和游戏体验的影响

Q1 Social Sciences
David Halbhuber, Philipp Schauhuber, Valentin Schwind, Niels Henze
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引用次数: 1

摘要

先前的研究表明,高延迟,即玩家输入和系统输出之间的长时间延迟,会对玩家的体验和表现产生负面影响。然而,之前的研究也得出了相反的结论,即游戏内部视角如何改变电子游戏的延迟敏感性。目前还不清楚游戏中的视角是否能够独立调节延迟的影响。为了研究游戏内部视角如何与延迟互动,我们开发了一款包含三种视角(第一人称、第三人称和鸟瞰)的射击游戏。在一项研究中,参与者(N = 36)玩了两个级别的延迟(低和高)和三个视角。我们展示了延迟会降低性能和体验,这与透视图无关。此外,贝叶斯分析表明,游戏内视角不会与延迟产生交互,也不会影响性能或体验。我们的结论是,我们需要比游戏内部视角更强大的方法来分类电子游戏的延迟敏感性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Effects of Latency and In-Game Perspective on Player Performance and Game Experience
Previous work shows that high latency, a prolonged delay between player in- and system output, negatively affects player experience and performance. However, previous work also comes to contrary conclusions about how the in-game perspective alters the latency sensitivity of video games. Currently, it is unclear if the in-game perspective independently modulates latency's effects. To investigate how a game's in-game perspective interacts with latency, we developed a shooting game incorporating three perspectives (First-Person-, Third-Person-, and Bird's-Eye-View). In a study, participants (N = 36) played with two levels of latency (low and high) and the three perspectives. We show that latency reduces performance and experience, independent of the perspective. Moreover, Bayesian analysis suggests that the in-game perspective does not interact with latency and does not affects performance or experience. We conclude that more robust means to categorize latency sensitivity of video games than the in-game perspective are required.
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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