Comparing game input modalities: A study for the evaluation of player experience by measuring self reported emotional states and learning outcomes
Authors: Bampatzia, Stavroula 
Antoniou, Angeliki 
Lepouras, George 
Publisher: Springer
Issue Date: 23-Jun-2016
Book: Games and Learning Alliance 
Series: Lecture Notes in Computer Science
Volume: 9599
Keywords: Input Modality, Arousal Level, Input Method, Player Experience, Gaming Experience
Abstract: 
As new game controllers such as the Microsoft Kinect for Xbox are introduced into the market, new forms of game interaction are introduced such as gestures, voice and eye tracking, which raise some questions regarding the user experience. Is it possible that different input methods provide a more usable game setting and affect the player’s emotions and learning process? In this paper, a 2D game about the history of photography was designed and implemented to test these hypotheses. Two prototypes of this game were created, with the first requiring input only via mouse, while the second requiring input via voice and gestures (Kinect). Two different groups tested these two prototypes. The findings from previous pilot experiments indicated that using Kinect as an input method caused higher valence and dominance levels than the use of mouse and were further validated here. Additionally, the learning outcomes of players were not affected by the input method.
ISBN: 9783319402154
ISSN: 16113349
03029743
DOI: 10.1007/978-3-319-40216-1_23
URI: https://uniwacris.uniwa.gr/handle/3000/709
Type: Conference Paper
Department: Department of Archival, Library and Information Studies 
School: School of Administrative, Economics and Social Sciences 
Affiliation: University of West Attica (UNIWA) 
Appears in Collections:Book Chapter / Κεφάλαιο Βιβλίου

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