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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Main Authors: Bohman, Niclas, Stinson, Kimberly
Format: Others
Language:English
Published: Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik 2014
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26262
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spelling 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
collection NDLTD
language English
format Others
sources NDLTD
topic Human-Computer Interaction
Video Games
User Interface
Input Devices
Människa-datorinteraktion
Tv-spel
Användargränssnitt
Spelkontroller
spellingShingle 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
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