Skip to main content

The Impact of Different Gaming Interfaces on Spatial Experience and Spatial Presence – A Pilot Study

  • Conference paper
E-Learning and Games for Training, Education, Health and Sports (Edutainment 2012, GameDays 2012)

Abstract

The general aim of the pilot study was to analyze and compare the impact of different game interfaces on spatial experience and spatial presence in digital games. The study is based on a generic framework integrating different theories and empirical results of the first pilot study of the research project. In the pilot study selected questionnaires were completed after playing two digital beach-volleyball games. Results show that there are differential influences of game interfaces on spatial experience and presence (self-location). Furthermore, we found an impact of different interfaces on flow experience.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 49.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Csikszentmihalyi, M.: Flow: The psychology of optimal experience. Harper Perennial, New York (1990)

    Google Scholar 

  2. Gerling, K.M., Klauser, M., Niesenhaus, J.: Measuring the impact of game controllers on player experience. FPS games. In: MindTrek 2011, Tampere, Finnland, September 28-30 (2011)

    Google Scholar 

  3. Hartmann, T.: The Spatial Presence Experience Scale (SPES): A Short Self-Report Measure for Diverse Media Settings. University Amsterdam (2009) (unpublished manuscript)

    Google Scholar 

  4. Ijsselsteijn, W.A., Poels, K., de Kort, Y.A.W.: The game experience questionnaire: Development of a self-report measure to assess player experiences of digital games. FUGA technical report, Deliverable 3.3, TU Eindhoven, Eindhoven, Netherlands (2008)

    Google Scholar 

  5. Limperos, A.M., Schmierbach, M.G., Kegerise, A.D., Dardis, F.E.: Gaming Across Different Consoles: Exploring the Influence of Control Scheme on Game-Player Enjoyment. Cyberpsychology, Behavior, and Social Networking 14(6), 345–350 (2011)

    Article  Google Scholar 

  6. Lombard, M., Ditton, T.: At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication 3(2) (1997)

    Google Scholar 

  7. Martin, A.L., Wiemeyer, J.: Technology-mediated experience of space while playing digital sports games. International Journal of Computer Science in Sport 11(Special Edition 1: Serious Games - Theory, Technology & Practice), 135–146 (2012)

    Google Scholar 

  8. Nacke, L.E.: Wiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay Interaction. In: FuturePlay @ Vancouver Digital Week 2010, Vancouver, Canada, May 6-7 (2010)

    Google Scholar 

  9. Poels, K., de Kort, Y.A.W., Ijsselsteijn, W.A.: Game Experience Questionnaire. In: FUGA - The Fun of Gaming: Measuring the Human Experience of Media Enjoyment. Deliverable 3.3, TU Eindhoven, Eindhoven, The Netherlands (2008)

    Google Scholar 

  10. Sinclair, J., Hingston, P., Masek, M.: Considerations for the design of exergames. In: Proceedings of the 5th International Conference on Computer Graphics and Interactive Techniques in Australia and Southeast Asia, pp. 289–295. ACM, New York (2007)

    Google Scholar 

  11. Sweetser, P., Wyeth, P.: GameFlow: A model for evaluating player enjoyment in games. ACM Computers in Entertainment 3(3) (2005)

    Google Scholar 

  12. Wirth, W., Hartmann, T., Böcking, S., Vorderer, P., Klimmt, C., Schramm, H., Saari, T., Laarni, J., Ravaja, N., Gouveia, F.R., Biocca, F., Sacau, A., Jäncke, L., Baumgartner, T., Jäncke, P.: A Process Model of the Formation of Spatial Presence Experience. Media Psychology 9, 493–525 (2007)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Martin, A.L., Wiemeyer, J. (2012). The Impact of Different Gaming Interfaces on Spatial Experience and Spatial Presence – A Pilot Study. In: Göbel, S., Müller, W., Urban, B., Wiemeyer, J. (eds) E-Learning and Games for Training, Education, Health and Sports. Edutainment GameDays 2012 2012. Lecture Notes in Computer Science, vol 7516. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33466-5_20

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-33466-5_20

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-33465-8

  • Online ISBN: 978-3-642-33466-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics