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A Comparative Study of Gaming Interfaces and Impact on Players

Published: 13 April 2017 Publication History

Abstract

The main objective of this study was to investigate how different gaming interfaces compare and impact the players' general experience with games. Forty-seven (n=47) students were selected randomly to participate in the preliminary study. A brief questionnaire was administered after participants experienced three different game interfaces. The preliminary results showed that there were statically significant differences between the players' experience with the different game interfaces. Based on initial observation, the calculated means, and statistical analysis, we can postulate that when designing a game interface, it is not always best to utilize a simplistic interface design and that a complex interface may be more desirable in creating a positive impact for players. This is a work in progress, and with extended experimentation with a larger number of participants and a larger variety of games could potentially provide more accurate details in responding to our research questions.

References

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Csikszentmihalyi, M., (1992). Flow: The Psychology of Happiness. (London: Random House)
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Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games, Computers & Education, 59(2), 661--686.
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Gamberini, L. Spagnolli, A. Prontu, L. Furlan, S. Martino, F. Solaz, B. R. Alcañiz, & M. Lozano, J. A. (2013). How natural is a natural interface? An evaluation procedure based on action breakdowns, Personal Ubiquitous Computing. 17(1), 69--79.
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Malone, T. W. (1982). Heuristics for designing enjoyable user interfaces: Lessons from computer games. Human Factors in Computing Systems. 63--68.
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McEwan, M., Johnson, D., & Wyeth, P. (2012). Videogame control device impact on the play experience. Interactive Entertainment: Playing the System. 8.
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Strömberg, H. Väätänen, A. Räty, V., & Blackler, A. (2002). A group game played in interactive virtual space: design and evaluation, Designing interactive systems: processes, practices, methods, and techniques. 4 56--63.
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Torn Banner Studios, Retrieved on October 7, 2016 from https://en.wikipedia.org/wiki/Torn_Banner_Studios
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ArenaNet, Retrieved on November, 11, 2016 from https://en.wikipedia.org/wiki/ArenaNet

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cover image ACM Conferences
ACMSE '17: Proceedings of the 2017 ACM Southeast Conference
April 2017
275 pages
ISBN:9781450350242
DOI:10.1145/3077286
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 13 April 2017

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Author Tags

  1. Gaming Interface
  2. Interface Design

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  • Short-paper
  • Research
  • Refereed limited

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ACM SE '17
Sponsor:
ACM SE '17: SouthEast Conference
April 13 - 15, 2017
GA, Kennesaw, USA

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ACMSE '17 Paper Acceptance Rate 21 of 34 submissions, 62%;
Overall Acceptance Rate 502 of 1,023 submissions, 49%

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