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Comparing Game Input Modalities: A Study for the Evaluation of Player Experience by Measuring Self Reported Emotional States and Learning Outcomes

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Games and Learning Alliance (GALA 2015)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9599))

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Abstract

As new game controllers such as the Microsoft Kinect for Xbox are introduced into the market, new forms of game interaction are introduced such as gestures, voice and eye tracking, which raise some questions regarding the user experience. Is it possible that different input methods provide a more usable game setting and affect the player’s emotions and learning process? In this paper, a 2D game about the history of photography was designed and implemented to test these hypotheses. Two prototypes of this game were created, with the first requiring input only via mouse, while the second requiring input via voice and gestures (Kinect). Two different groups tested these two prototypes. The findings from previous pilot experiments indicated that using Kinect as an input method caused higher valence and dominance levels than the use of mouse and were further validated here. Additionally, the learning outcomes of players were not affected by the input method.

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Acknowledgments

We would like to thank all the participants who agreed to take part in the experiments. Secondly, we are mostly grateful to E. Roumelioti, V. Bravou and A. Vasilakos for their help in developing the game, graphic design and sound editing.

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Correspondence to Stavroula Bampatzia .

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Bampatzia, S., Antoniou, A., Lepouras, G. (2016). Comparing Game Input Modalities: A Study for the Evaluation of Player Experience by Measuring Self Reported Emotional States and Learning Outcomes. In: De Gloria, A., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2015. Lecture Notes in Computer Science(), vol 9599. Springer, Cham. https://doi.org/10.1007/978-3-319-40216-1_23

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  • DOI: https://doi.org/10.1007/978-3-319-40216-1_23

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