The Effects of Peripheral Use on Video Game Play
Fourteen volunteers were asked to participate in an experiment, along with answering a survey, toevaluate the performance of three peripherals: the Xbox 360 Wired Controller, a keyboard, and theRock Band Fender Stratocaster Wired Guitar Controller. The participants played a prototype madein Unity, a...
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ndltd-UPSALLA1-oai-DiVA.org-sh-262622015-02-04T04:45:00ZThe Effects of Peripheral Use on Video Game PlayengBohman, NiclasStinson, KimberlySödertörns högskola, Institutionen för naturvetenskap, miljö och teknikSödertörns högskola, Institutionen för naturvetenskap, miljö och teknik2014Human-Computer InteractionVideo GamesUser InterfaceInput DevicesMänniska-datorinteraktionTv-spelAnvändargränssnittSpelkontrollerFourteen volunteers were asked to participate in an experiment, along with answering a survey, toevaluate the performance of three peripherals: the Xbox 360 Wired Controller, a keyboard, and theRock Band Fender Stratocaster Wired Guitar Controller. The participants played a prototype madein Unity, and their accuracy scores were analyzed in R using ANOVA. However, no significantquantifiable difference was found based on which peripheral was being used. The scores were alsoanalyzed using Pearson's Product-Moment correlation, and we were able to determine that thevariation in accuracy scores was directly linked to the participant's specific test run in theexperiment. Taking this into consideration along with results of our observational data andparticipant feedback, we found that there were more factors at play, in regards to playability andaccuracy, than just the input device itself. The learning effect of repetitive play of the prototype andinput devices, the control input scheme, and the participant's chosen peripheral manipulationmethod all had an impact. I syfte att utvärdera prestandan av de tre kringutrustningarna handkontroll till Xbox 360, ett vanligttangentbord samt Rock Bands gitarrkontroll Fender Stratocaster deltog fjorton frivilliga personer i ettexperiment samt svarade på en enkät. Deltagarna spelade en prototyp gjord i spelmotorn Unity somsamlade in deras precisionspoäng som senare kunde analyseras i programmet R med metoden ANOVA.Dock hittades ingen signifikant mätbar skillnad mellan de olika kringutrustningarnas prestanda.Precisionspoängen analyserades även med hjälp av Pearsons produkt-moment korrelation där vi kundekonstatera att variationen i precisionspoängen var direkt kopplade till deltagarens specifika testrunda iexperimentet. Med hänsyn till detta tillsammans med resultaten från våra observationer samt feedbackfrån deltagarna fann vi att det fanns fler faktorer än inmatningsenheten som påverkade spelbarheten ochprecisionen: deltagarnas val vid hanteringen av kringutrustningen, de olika kontrollschemana samtinlärningseffekten som uppstod vid upprepat spelande av prototypens testbana och användandet avkringutrustningen. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26262application/pdfinfo:eu-repo/semantics/openAccess |
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Human-Computer Interaction Video Games User Interface Input Devices Människa-datorinteraktion Tv-spel Användargränssnitt Spelkontroller |
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Human-Computer Interaction Video Games User Interface Input Devices Människa-datorinteraktion Tv-spel Användargränssnitt Spelkontroller Bohman, Niclas Stinson, Kimberly The Effects of Peripheral Use on Video Game Play |
description |
Fourteen volunteers were asked to participate in an experiment, along with answering a survey, toevaluate the performance of three peripherals: the Xbox 360 Wired Controller, a keyboard, and theRock Band Fender Stratocaster Wired Guitar Controller. The participants played a prototype madein Unity, and their accuracy scores were analyzed in R using ANOVA. However, no significantquantifiable difference was found based on which peripheral was being used. The scores were alsoanalyzed using Pearson's Product-Moment correlation, and we were able to determine that thevariation in accuracy scores was directly linked to the participant's specific test run in theexperiment. Taking this into consideration along with results of our observational data andparticipant feedback, we found that there were more factors at play, in regards to playability andaccuracy, than just the input device itself. The learning effect of repetitive play of the prototype andinput devices, the control input scheme, and the participant's chosen peripheral manipulationmethod all had an impact. === I syfte att utvärdera prestandan av de tre kringutrustningarna handkontroll till Xbox 360, ett vanligttangentbord samt Rock Bands gitarrkontroll Fender Stratocaster deltog fjorton frivilliga personer i ettexperiment samt svarade på en enkät. Deltagarna spelade en prototyp gjord i spelmotorn Unity somsamlade in deras precisionspoäng som senare kunde analyseras i programmet R med metoden ANOVA.Dock hittades ingen signifikant mätbar skillnad mellan de olika kringutrustningarnas prestanda.Precisionspoängen analyserades även med hjälp av Pearsons produkt-moment korrelation där vi kundekonstatera att variationen i precisionspoängen var direkt kopplade till deltagarens specifika testrunda iexperimentet. Med hänsyn till detta tillsammans med resultaten från våra observationer samt feedbackfrån deltagarna fann vi att det fanns fler faktorer än inmatningsenheten som påverkade spelbarheten ochprecisionen: deltagarnas val vid hanteringen av kringutrustningen, de olika kontrollschemana samtinlärningseffekten som uppstod vid upprepat spelande av prototypens testbana och användandet avkringutrustningen. |
author |
Bohman, Niclas Stinson, Kimberly |
author_facet |
Bohman, Niclas Stinson, Kimberly |
author_sort |
Bohman, Niclas |
title |
The Effects of Peripheral Use on Video Game Play |
title_short |
The Effects of Peripheral Use on Video Game Play |
title_full |
The Effects of Peripheral Use on Video Game Play |
title_fullStr |
The Effects of Peripheral Use on Video Game Play |
title_full_unstemmed |
The Effects of Peripheral Use on Video Game Play |
title_sort |
effects of peripheral use on video game play |
publisher |
Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik |
publishDate |
2014 |
url |
http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26262 |
work_keys_str_mv |
AT bohmanniclas theeffectsofperipheraluseonvideogameplay AT stinsonkimberly theeffectsofperipheraluseonvideogameplay AT bohmanniclas effectsofperipheraluseonvideogameplay AT stinsonkimberly effectsofperipheraluseonvideogameplay |
_version_ |
1716729988600823808 |