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Only for casual players?: investigating player differences in full-body game interaction

Published: 26 April 2014 Publication History

Abstract

Full-body motion gestures enable realistic and intuitive input in video games. However, little is known regarding how different kinds of players engage/disengage with full-body game interaction. In this paper, adopting a user-typing approach, we explore player differences and their preferences in full-body gesture interaction (i.e., Kinect). Specifically, we hypothesize three human factors that influence player engagement in full-body game interaction, i.e., the player's motivation to succeed (achiever vs. casual player), motivation to move (mover vs. non-mover), and game expertise (gamer vs. non-gamer). To explore the hypotheses, we conducted an experiment where participants were tasked with playing three different video games supporting full-body game gestures. The results suggest a significant correlation and main effect of the three factors on players' engagement. The results also suggest three important game properties that affect players' preferences: level of cognitive challenge, level of physical challenge and level of realistic interaction.

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Cited By

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  • (2022)Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital GamesProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501875(1-21)Online publication date: 29-Apr-2022
  • (2020)Perspective-Taking of Non-Player Characters in Prosocial Virtual Reality Games: Effects on Closeness, Empathy, and Game ImmersionBehaviour & Information Technology10.1080/0144929X.2020.186401841:6(1185-1198)Online publication date: 29-Dec-2020
  • (2017)Audience Participation GamesProceedings of the 2017 Conference on Designing Interactive Systems10.1145/3064663.3064732(429-440)Online publication date: 10-Jun-2017
  • Show More Cited By

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    cover image ACM Other conferences
    Chinese CHI '14: Proceedings of the Second International Symposium of Chinese CHI
    April 2014
    120 pages
    ISBN:9781450328760
    DOI:10.1145/2592235
    • Conference Chairs:
    • Ellen Yi-Luen Do,
    • Wei Li
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • Google Inc.
    • ICACHI: International Chinese Association of Computer Human Interaction
    • Autodesk: Autodesk

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 26 April 2014

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    Author Tags

    1. Kinect
    2. full-body interaction
    3. motion gestures
    4. player differences
    5. video games

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    Chinese CHI '14
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    • ICACHI
    • Autodesk

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    Cited By

    View all
    • (2022)Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital GamesProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501875(1-21)Online publication date: 29-Apr-2022
    • (2020)Perspective-Taking of Non-Player Characters in Prosocial Virtual Reality Games: Effects on Closeness, Empathy, and Game ImmersionBehaviour & Information Technology10.1080/0144929X.2020.186401841:6(1185-1198)Online publication date: 29-Dec-2020
    • (2017)Audience Participation GamesProceedings of the 2017 Conference on Designing Interactive Systems10.1145/3064663.3064732(429-440)Online publication date: 10-Jun-2017
    • (2017)UKISoftware—Practice & Experience10.1002/spe.247447:10(1343-1363)Online publication date: 1-Oct-2017
    • (2015)Designing concurrent full-body gestures for intense gameplayInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2015.02.01080:C(1-13)Online publication date: 1-Aug-2015

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