Gaming Experience

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Joseph J Laviola - One of the best experts on this subject based on the ideXlab platform.

  • enhancing the Gaming Experience using 3d spatial user interface technologies
    IEEE Computer Graphics and Applications, 2017
    Co-Authors: Arun K Kulshreshth, Kevin Pfeil, Joseph J Laviola
    Abstract:

    Three-dimensional (3D) spatial user interface technologies have the potential to make games more immersive and engaging and thus provide a better user Experience. Although technologies such as stereoscopic 3D display, head tracking, and gesture-based control are available for games, it is still unclear how their use affects gameplay and if there are any user performance benefits. The authors have conducted several experiments on these technologies in game environments to understand how they affect gameplay and how we can use them to optimize the gameplay Experience.

  • Enhancing the Gaming Experience Using 3D Spatial User Interface Technologies
    IEEE Computer Graphics and Applications, 2017
    Co-Authors: Arun K Kulshreshth, Kevin Pfeil, Joseph J Laviola
    Abstract:

    Three-dimensional (3D) spatial user interface technologies have the potential to make games more immersive and engaging and thus provide a better user Experience. Although technologies such as stereoscopic 3D display, head tracking, and gesture-based control are available for games, it is still unclear how their use affects gameplay and if there are any user performance benefits. The authors have conducted several experiments on these technologies in game environments to understand how they affect gameplay and how we can use them to optimize the gameplay Experience. This article presents some of our explorations in this area. We specifically looked at three user interface technologies: stereoscopic 3D, head tracking, and hand-gestural interfaces. We conducted several experiments to understand their role in Gaming environments. Our lessons learned from these experiments can serve as a framework for the future explorations of games that utilize 3DUI technologies.

  • exploring 3d user interface technologies for improving the Gaming Experience
    Human Factors in Computing Systems, 2015
    Co-Authors: Arun K Kulshreshth, Joseph J Laviola
    Abstract:

    We present the results of a comprehensive video game study which explores how the Gaming Experience is effected when several 3D user interface technologies are used simultaneously. We custom designed an air-combat game integrating several 3DUI technologies (stereoscopic 3D, head tracking, and finger-count gestures) and studied the combined effect of these technologies on the Gaming Experience. Our game design was based on existing design principles for optimizing the usage of these technologies in isolation. Additionally, to enhance depth perception and minimize visual discomfort, the game dynamically optimizes stereoscopic 3D parameters (convergence and separation) based on the user's look direction. We conducted a within subjects experiment where we examined performance data and self-reported data on users perception of the game. Our results indicate that participants performed significantly better when all the 3DUI technologies (stereoscopic 3D, head-tracking and finger-count gestures) were available simultaneously with head tracking as a dominant factor. We explore the individual contribution of each of these technologies to the overall Gaming Experience and discuss the reasons behind our findings.

  • CHI - Exploring 3D User Interface Technologies for Improving the Gaming Experience
    Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems - CHI '15, 2015
    Co-Authors: Arun K Kulshreshth, Joseph J Laviola
    Abstract:

    We present the results of a comprehensive video game study which explores how the Gaming Experience is effected when several 3D user interface technologies are used simultaneously. We custom designed an air-combat game integrating several 3DUI technologies (stereoscopic 3D, head tracking, and finger-count gestures) and studied the combined effect of these technologies on the Gaming Experience. Our game design was based on existing design principles for optimizing the usage of these technologies in isolation. Additionally, to enhance depth perception and minimize visual discomfort, the game dynamically optimizes stereoscopic 3D parameters (convergence and separation) based on the user's look direction. We conducted a within subjects experiment where we examined performance data and self-reported data on users perception of the game. Our results indicate that participants performed significantly better when all the 3DUI technologies (stereoscopic 3D, head-tracking and finger-count gestures) were available simultaneously with head tracking as a dominant factor. We explore the individual contribution of each of these technologies to the overall Gaming Experience and discuss the reasons behind our findings.

Paul Cairns - One of the best experts on this subject based on the ideXlab platform.

  • immersion in digital games review of Gaming Experience research
    In: Handbook of Digital Games. (pp. 339-361). (2014), 2014
    Co-Authors: Paul Cairns, Anna L Cox, Imran A Nordin
    Abstract:

    © 2014 by The Institute of Electrical and Electronics Engineers, Inc. All rights reserved. This chapter focuses on the idea of immersion in games as it has consistently proved itself to be an important component of the Experience players seek from games. It reviews the work on Gaming Experience with the aim of dissociating spatial presence from immersion to show how the two may vary independently of each other. Immersion can be characterized as the degree of involvement that players have with different aspects of the game leading to a move of the attention, awareness, and thoughts of the player from the real world around them to the events happening within the game. The chapter groups the descriptions of Gaming Experience into three sections: generic positive Experiences that are not particular to the Experience of playing digital games, broader descriptions of Gaming Experiences, and Gaming Experiences specifically related to immersion, engagement, and involvement.

  • immersion in digital games review of Gaming Experience research
    Handbook of Digital Games, 2014
    Co-Authors: Paul Cairns, Imran A Nordin
    Abstract:

     Abstract— Immersion is a widely valued Experience when playing digital games however it is only one component of the Gaming Experience. In this chapter, we review our specific approach to immersion in relation to other concepts that are used to describe Gaming Experiences. These include: concepts that are not specific to games such as flow and attention; generic conceptualizations of the Gaming Experience of which immersion may form part, such as incorporation; and specific concepts around immersion, engagement and involvement such as presence and other formulations of immersion. To illustrate the sorts of studies being done in this area, we describe one experiment in detail which aims to position immersion in relation to presence. The chapter makes three contributions: a clear formulation of immersion as one aspect of Gaming Experience; an overview of the state-of-the-art of Gaming Experience research; and a demonstration of the possibility to achieve an empirically founded understanding of these rich, subjective Experiences.

  • Handbook of Digital Games - Immersion in Digital Games: Review of Gaming Experience Research
    Handbook of Digital Games, 2014
    Co-Authors: Paul Cairns, A. Imran Nordin
    Abstract:

     Abstract— Immersion is a widely valued Experience when playing digital games however it is only one component of the Gaming Experience. In this chapter, we review our specific approach to immersion in relation to other concepts that are used to describe Gaming Experiences. These include: concepts that are not specific to games such as flow and attention; generic conceptualizations of the Gaming Experience of which immersion may form part, such as incorporation; and specific concepts around immersion, engagement and involvement such as presence and other formulations of immersion. To illustrate the sorts of studies being done in this area, we describe one experiment in detail which aims to position immersion in relation to presence. The chapter makes three contributions: a clear formulation of immersion as one aspect of Gaming Experience; an overview of the state-of-the-art of Gaming Experience research; and a demonstration of the possibility to achieve an empirically founded understanding of these rich, subjective Experiences.

  • not doing but thinking the role of challenge in the Gaming Experience
    Human Factors in Computing Systems, 2012
    Co-Authors: Paul Cairns, Pari Shah, Michael Carroll
    Abstract:

    Previous research into the Experience of videogames has shown the importance of the role of challenge in producing a good Experience. However, defining exactly which challenges are important and which aspects of Gaming Experience are affected is largely under-explored. In this paper, we investigate if altering the level of challenge in a videogame influences people's Experience of immersion. Our first study demonstrates that simply increasing the physical demands of the game by requiring gamers to interact more with the game does not result in increased immersion. In a further two studies, we use time pressure to make games more physically and cognitively challenging. We find that the addition of time pressure increases immersion as predicted. We argue that the level of challenge Experienced is an interaction between the level of expertise of the gamer and the cognitive challenge encompassed within the game.

  • assessing the core elements of the Gaming Experience
    In: Bernhaupt R (ed.) Evaluating User Experience in Games. (pp. 47-71). Springer (2010), 2010
    Co-Authors: Eduardo H Calvillogamez, Paul Cairns
    Abstract:

    This chapter presents the theory of the Core Elements of the Gaming Experience (CEGE). The CEGE are the necessary but not sufficient conditions to provide a positive Experience while playing video-games. This theory, formulated using qualitative methods, is presented with the aim of studying the Gaming Experience objectively. The theory is abstracted using a model and implemented in questionnaire. This chapter discusses the formulation of the theory, introduces the model, and shows the use of the questionnaire in an experiment to differentiate between two different Experiences.

Arun K Kulshreshth - One of the best experts on this subject based on the ideXlab platform.

  • enhancing the Gaming Experience using 3d spatial user interface technologies
    IEEE Computer Graphics and Applications, 2017
    Co-Authors: Arun K Kulshreshth, Kevin Pfeil, Joseph J Laviola
    Abstract:

    Three-dimensional (3D) spatial user interface technologies have the potential to make games more immersive and engaging and thus provide a better user Experience. Although technologies such as stereoscopic 3D display, head tracking, and gesture-based control are available for games, it is still unclear how their use affects gameplay and if there are any user performance benefits. The authors have conducted several experiments on these technologies in game environments to understand how they affect gameplay and how we can use them to optimize the gameplay Experience.

  • Enhancing the Gaming Experience Using 3D Spatial User Interface Technologies
    IEEE Computer Graphics and Applications, 2017
    Co-Authors: Arun K Kulshreshth, Kevin Pfeil, Joseph J Laviola
    Abstract:

    Three-dimensional (3D) spatial user interface technologies have the potential to make games more immersive and engaging and thus provide a better user Experience. Although technologies such as stereoscopic 3D display, head tracking, and gesture-based control are available for games, it is still unclear how their use affects gameplay and if there are any user performance benefits. The authors have conducted several experiments on these technologies in game environments to understand how they affect gameplay and how we can use them to optimize the gameplay Experience. This article presents some of our explorations in this area. We specifically looked at three user interface technologies: stereoscopic 3D, head tracking, and hand-gestural interfaces. We conducted several experiments to understand their role in Gaming environments. Our lessons learned from these experiments can serve as a framework for the future explorations of games that utilize 3DUI technologies.

  • exploring 3d user interface technologies for improving the Gaming Experience
    Human Factors in Computing Systems, 2015
    Co-Authors: Arun K Kulshreshth, Joseph J Laviola
    Abstract:

    We present the results of a comprehensive video game study which explores how the Gaming Experience is effected when several 3D user interface technologies are used simultaneously. We custom designed an air-combat game integrating several 3DUI technologies (stereoscopic 3D, head tracking, and finger-count gestures) and studied the combined effect of these technologies on the Gaming Experience. Our game design was based on existing design principles for optimizing the usage of these technologies in isolation. Additionally, to enhance depth perception and minimize visual discomfort, the game dynamically optimizes stereoscopic 3D parameters (convergence and separation) based on the user's look direction. We conducted a within subjects experiment where we examined performance data and self-reported data on users perception of the game. Our results indicate that participants performed significantly better when all the 3DUI technologies (stereoscopic 3D, head-tracking and finger-count gestures) were available simultaneously with head tracking as a dominant factor. We explore the individual contribution of each of these technologies to the overall Gaming Experience and discuss the reasons behind our findings.

  • CHI - Exploring 3D User Interface Technologies for Improving the Gaming Experience
    Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems - CHI '15, 2015
    Co-Authors: Arun K Kulshreshth, Joseph J Laviola
    Abstract:

    We present the results of a comprehensive video game study which explores how the Gaming Experience is effected when several 3D user interface technologies are used simultaneously. We custom designed an air-combat game integrating several 3DUI technologies (stereoscopic 3D, head tracking, and finger-count gestures) and studied the combined effect of these technologies on the Gaming Experience. Our game design was based on existing design principles for optimizing the usage of these technologies in isolation. Additionally, to enhance depth perception and minimize visual discomfort, the game dynamically optimizes stereoscopic 3D parameters (convergence and separation) based on the user's look direction. We conducted a within subjects experiment where we examined performance data and self-reported data on users perception of the game. Our results indicate that participants performed significantly better when all the 3DUI technologies (stereoscopic 3D, head-tracking and finger-count gestures) were available simultaneously with head tracking as a dominant factor. We explore the individual contribution of each of these technologies to the overall Gaming Experience and discuss the reasons behind our findings.

Sam Du'mont - One of the best experts on this subject based on the ideXlab platform.

  • Measuring the effect of Gaming Experience on virtual environment navigation tasks
    2009 IEEE Symposium on 3D User Interfaces, 2009
    Co-Authors: Shamus P. Smith, Sam Du'mont
    Abstract:

    Virtual environments are synthetic 3D worlds typically viewed from a first-person point of view with many potential applications within areas such as visualisation, entertainment and training simulators. To effectively develop and utilise virtual environments, user-centric evaluations are commonly performed. Anecdotal evidence suggests that factors such as prior Experience with computer games may affect the results of such evaluations. This paper examines the effects of previous computer Gaming Experience, user perceived Gaming ability and actual Gaming performance on navigation tasks in a virtual environment. Two computer games and a virtual environment were developed to elicit performance metrics for use within a user study. Results indicated that perceived Gaming skill and progress in a first-person-shooter (FPS) game were the most consistent metrics showing significant correlations with performance in time-based navigation tasks. There was also strong evidence that these relations were significantly intensified by the inclusion of participants who play FPS games. In addition, it was found that increased Gaming Experience decreased spatial perception performance.

  • 3DUI - Measuring the effect of Gaming Experience on virtual environment navigation tasks
    2009 IEEE Symposium on 3D User Interfaces, 2009
    Co-Authors: Shamus P. Smith, Sam Du'mont
    Abstract:

    Virtual environments are synthetic 3D worlds typically viewed from a first-person point of view with many potential applications within areas such as visualisation, entertainment and training simulators. To effectively develop and utilise virtual environments, user-centric evaluations are commonly performed. Anecdotal evidence suggests that factors such as prior Experience with computer games may affect the results of such evaluations. This paper examines the effects of previous computer Gaming Experience, user perceived Gaming ability and actual Gaming performance on navigation tasks in a virtual environment. Two computer games and a virtual environment were developed to elicit performance metrics for use within a user study. Results indicated that perceived Gaming skill and progress in a First-Person-Shooter (FPS) game were the most consistent metrics showing significant correlations with performance in time-based navigation tasks. There was also strong evidence that these relations were significantly intensified by the inclusion of participants who play FPS games. In addition, it was found that increased Gaming Experience decreased spatial perception performance.

Lauren G. Bousquet - One of the best experts on this subject based on the ideXlab platform.

  • Video game Experience predicts virtual, but not real navigation performance
    Computers in Human Behavior, 2011
    Co-Authors: Anthony E. Richardson, Morgan E. Powers, Lauren G. Bousquet
    Abstract:

    In recent years, studies have shown that video game Experience is related to improvements across a variety of cognitive and visuospatial tasks. This study investigated the relationship between prior video game Experience and spatial performance in virtual and real environments. Across two experiments, Gaming Experience was related to performance in desktop virtual environments; those with more video game Experience were more accurate in pointing to nonvisible targets. In contrast, Gaming Experience was unrelated to three different real environment tasks, suggesting that video games may primarily influence perceptual and cognitive abilities in the visual domain over abilities that also involve kinesthetic or vestibular input. Contrary to expectations, Gaming Experience was also related to performance in immersive virtual environments, which may be related to the use of a joystick interface during immersive travel. Video game Experience was also positively related to performance in a dynamic spatial task and to verbal SAT and math SAT scores. Sex differences in desktop virtual navigation and dynamic spatial ability were eliminated when game Experience was included as a covariate. ?? 2010 Elsevier Ltd. All rights reserved.

  • Video game Experience predicts virtual, but not real navigation performance
    Computers in Human Behavior, 2010
    Co-Authors: Anthony E. Richardson, Morgan E. Powers, Lauren G. Bousquet
    Abstract:

    In recent years, studies have shown that video game Experience is related to improvements across a variety of cognitive and visuospatial tasks. This study investigated the relationship between prior video game Experience and spatial performance in virtual and real environments. Across two experiments, Gaming Experience was related to performance in desktop virtual environments; those with more video game Experience were more accurate in pointing to nonvisible targets. In contrast, Gaming Experience was unrelated to three different real environment tasks, suggesting that video games may primarily influence perceptual and cognitive abilities in the visual domain over abilities that also involve kinesthetic or vestibular input. Contrary to expectations, Gaming Experience was also related to performance in immersive virtual environments, which may be related to the use of a joystick interface during immersive travel. Video game Experience was also positively related to performance in a dynamic spatial task and to verbal SAT and math SAT scores. Sex differences in desktop virtual navigation and dynamic spatial ability were eliminated when game Experience was included as a covariate.