直观的互动与运动控制在网球视频游戏

Michael McEwan, A. Blackler, Peta Wyeth, Daniel M. Johnson
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引用次数: 3

摘要

本文通过测试三种自然映射的运动控制界面在网球电子游戏中的影响,拓宽了对游戏中直觉使用的理解。它还通过改进测量游戏技术熟悉度的工具,扩展了电子游戏中自然映射和直觉交互的探索性工作。重复测量实验数据(N = 120)通过混合方差分析与四个不同的球员特征变量。与更广泛的直觉交互研究一样,结果表明,更熟悉的玩家表现得更有效;然而,在存在差异的地方,它们指向通过更自然映射的控制接口增加直观的使用收益。主观测量表明,当控制界面具有更高水平的自然映射时,它们被认为更直观,但也指出熟悉度和控制类型的维度在形成这些感知方面的影响作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Intuitive Interaction with Motion Controls in a Tennis Video Game
This paper broadens understanding of intuitive use in games by testing the influence of three naturally mapped motion control interfaces in the context of a tennis video game. It also extends exploratory work on natural mapping and intuitive interaction in video games by refining instruments to measure game technology familiarity. Repeated-measures experiment data (N = 120) is analysed via mixed ANOVAs with four distinct player characteristic variables. As with broader intuitive interaction research, results show that more familiar players performed more effectively; however, where differences exist, they point towards increased intuitive use gains with more naturally mapped control interfaces. Subjective measures suggest that control interfaces were perceived as more intuitive when they had higher levels of natural mapping, yet also point to the influencing roles of familiarity and the dimensions of the control types in shaping these perceptions.
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