skip to main content
10.1145/2639189.2639246acmotherconferencesArticle/Chapter ViewAbstractPublication PagesnordichiConference Proceedingsconference-collections
research-article

Heuristics for motion-based control in games

Published:26 October 2014Publication History

ABSTRACT

Gesturing and motion control have become common as interaction methods for video games since the advent of the Nintendo Wii game console. Despite the growing number of motion-based control platforms for video games, no set of shared design heuristics for motion control across the platforms has been published. Our approach in this paper combines analysis of player experiences across platforms. We work towards a collection of design heuristics for motion-based control by studying game reviews in two motion-based control platforms, Xbox 360 Kinect and PlayStation 3 Move. In this paper we present an analysis of player problems within 256 game reviews, on which we ground a set of heuristics for motion-controlled games.

References

  1. Bianchi-Berthouze, N. Understanding the role of body movement in player engagement. Human-Computer Interaction 28:1, (2013), 40--75.Google ScholarGoogle ScholarCross RefCross Ref
  2. Birk, M., and Mandryk, R. L. Control your game-self: effects of controller type on enjoyment, motivation, and personality in game. Proc. CHI 2013, ACM Press (2013), 685--694. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Brown, E. The life and tools of a games designer. In Evaluating User Experience in Games: Concepts and Methods. R. Bernhaupt (Ed.), Springer, (2010), 73--87.Google ScholarGoogle ScholarCross RefCross Ref
  4. Consolvo, S., Everitt, K., Smith, I., and Landay, J. A. Design requirements for technologies that encourage physical activity. Proc. CHI 2006, ACM Press (2006), 457--466. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Desurvire, H., Caplan, M., and Toth, J. A. Using heuristics to evaluate the playability of games. Proc. CHI 2004, ACM Press (2004), 1509--1512. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Desurvire, H., and Wiberg, C. Game usability heuristics (PLAY) for evaluating and designing better games: The next iteration. Proc. OCSC 2009, 557--566. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Federoff, M. A. Heuristics and usability guidelines for the creation and evaluation of fun in video games. Master's thesis, Indiana University, Indiana, (2002).Google ScholarGoogle Scholar
  8. Freeman, D., Hilliges, O., Sellen, A., O'Hara, K., Izadi, S., and Wood, K. The role of physical controllers in motion video gaming. Proc. DIS 2012, ACM Press (2012), 701--710. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Gerling, K., Livingston, I., Nacke, L., and Mandryk, R. Full-body motion-based game interaction for older adults. Proc. CHI 2012, ACM Press (2012), 1873--1882. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Geurts, L., Van Woensel, A., and Vanden Abeele, V. No sweat, no fun: large-gesture recognition for computer games. Proc. FnG 2012, ACM Press (2012), 109--112. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. González Sánchez, J. L., Padilla Zea, N., and Gutiérrez, F. L. From usability to playability: Introduction to player-centred video game development process. Proc. HCD 2009, Springer-Verlag, Berlin, 65--74. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Isbister, K. Emotion and motion: games as inspiration for shaping the future of interface. Interactions, 18(5), (2011), 24--27. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Isbister, K., Rao, R., Schwekendiek, U., Hayward, E., and Lidasan, J. Is more movement better?: a controlled comparison of movement-based games. Proc. FDG 2011, ACM Press (2011), 331--333. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Juul, J., and Norton, M. Easy to use and incredibly difficult: on the mythical border between interface and game play. Proc. FDG 2009, ACM Press (2009), 107--112. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Kinect HIG. Kinect for Windows - Human Interface Guidelines v1.8, (2013). Available at http://www.microsoft.com/en-us/kinectforwindowsdev/Start.aspxGoogle ScholarGoogle Scholar
  16. Koeffel, C., Hochleitner, W., Leitner, J., Haller, M., Geven, A., and Tscheligi, M. Using heuristics to evaluate the overall user experience of video games and advanced interaction games. In Evaluating User Experience in Games: Concepts and Methods, R. Bernhaupt (Ed.), Springer, London, (2010), 233--256.Google ScholarGoogle ScholarCross RefCross Ref
  17. Korhonen, H., and Koivisto, E. M. I. Playability heuristics for mobile games. Proc. MobileHCI 2006, ACM Press (2006), 9--16. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Korhonen, H., and Koivisto, E. M. I. Playability heuristics for mobile multi-player games. Proc. DIMEA 2007, ACM Press (2007), 28--35. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Malone, T. W. What makes things fun to learn? Heuristics for designing instructional computer games. Proc. SIGSMALL 1980, ACM Press (1980), 162--169. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Malone, T. W. Heuristics for designing enjoyable user interfaces: Lessons from computer games. Proc. CHI 1982, ACM Press (1982), 63--68. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Mueller, F., and Bianchi-Berthouze, N. Evaluating exertion games. In Evaluating User Experience in Games: Concepts and Methods, R. Bernhaupt (Ed.), Springer, London, (2010), 187--207.Google ScholarGoogle ScholarCross RefCross Ref
  22. Mueller, F., Edge, D., Vetere, F., Gibbs, M. R., Agamanolis, S., Bongers, B., and Sheridan, J. G. Designing sports: a framework for exertion games. Proc. CHI 2011, ACM Press (2011), 2651--2660. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Nielsen, J. Heuristic evaluation. In Usability Inspection Methods, J. Nielsen, and R. L. Mack (Eds.), New York, NY: John Wiley & Sons, (1994), 25--62. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Paavilainen, J. Critical review on video game evaluation heuristics: social games perspective. Proc. Futureplay 2010, ACM Press (2010), 56--65. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Pinelle, D., Wong, N., and Stach, T. Heuristic evaluation for games: usability principles for video game design. Proc. CHI 2008, ACM Press (2008), 1453--1462. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Pinelle, D., Wong, N., Stach, T., and Gutwin. C. Usability heuristics for networked multiplayer games. Proc. GROUP 2009, ACM Press (2009), 169--178. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Schaffer, N. Heuristics for Usability in Games. White Paper, Rensselaer Polytechnic Institute (2007).Google ScholarGoogle Scholar
  28. Strauss, A., and Corbin, J. 1990. Basics of Qualitative Research. Sage, Newbury Park, CA, USA.Google ScholarGoogle Scholar
  29. Takatalo, J., Häkkinen, J., Kaistinen, J., and Nyman, G. Presence, involvement, and flow in digital games. In Evaluating User Experience in Games: Concepts and Methods, R. Bernhaupt (Ed.), Springer, London, (2010), 23--46Google ScholarGoogle ScholarCross RefCross Ref

Index Terms

  1. Heuristics for motion-based control in games

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Other conferences
      NordiCHI '14: Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational
      October 2014
      361 pages
      ISBN:9781450325424
      DOI:10.1145/2639189

      Copyright © 2014 ACM

      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]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 26 October 2014

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      NordiCHI '14 Paper Acceptance Rate89of361submissions,25%Overall Acceptance Rate379of1,572submissions,24%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader