Abstract
While digital games are becoming increasingly popular as a choice for research stimuli, their complex nature brings about challenges. The design of the games and designers’ reliance on established conventions may hinder their use in research, particularly with ‘non-gaming’ test subjects. In this study, we explored how players performed using a 1-to-1 motion control scheme using a tablet’s gyroscope to control the camera as compared to a traditional touch-based joystick in a 3D first-person game. Results showed that players – particularly those less experienced with games – found the game more enjoyable and exciting with motion controls than with joystick controls. Additionally, while experienced players performed better than inexperienced ones when using the joystick, this difference was not present when using the motion controls. We therefore believe motion-based control schemes can be beneficial in making research using games more accessible to a wider range of participants, and to limit influence of prior gaming experience on gathered data.
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Acknowledgments
We would like to thank all test participants that took part in both the pre-tests and the final experiment for their time and feedback. We also want to thank Francesca Borg Taylor-East for her contribution to the initial development of the game. Last, but not least, we are very grateful to Prof. Ian Thornton for his continued enthusiasm and support as we developed this game for his research and continued to improve it into a universal tool to be released to the academic community.
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Kniestedt, I., Camilleri, E., Gómez Maureira, M.A. (2018). Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research. In: Cheok, A., Inami, M., Romão, T. (eds) Advances in Computer Entertainment Technology. ACE 2017. Lecture Notes in Computer Science(), vol 10714. Springer, Cham. https://doi.org/10.1007/978-3-319-76270-8_15
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