An empirical evaluation of user interfaces for a mobile video game

2012 ◽  
Vol 3 (1) ◽  
pp. 1-10 ◽  
Author(s):  
Kevin Browne ◽  
Christopher Anand
2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2021 ◽  
Vol 2021 ◽  
pp. 1-14
Author(s):  
Inayat Khan ◽  
Sanam Shahla Rizvi ◽  
Shah Khusro ◽  
Shaukat Ali ◽  
Tae-Sun Chung

The usage of a smartphone while driving has been declared a global portent and has been admitted as a leading cause of crashes and accidents. Numerous solutions, such as Android Auto and CarPlay, are used to facilitate for the drivers by minimizing driver distractions. However, these solutions restrict smartphone usage, which is impractical in real driving scenarios. This research paper presents a comprehensive analysis of the available solutions to identify issues in smartphone activities. We have used empirical evaluation and dataset-based evaluation to investigate the issues in the existing smartphone user interfaces. The results show that using smartphones while driving can disrupt normal driving and may lead to change the steering wheel abruptly, focus off the road, and increases cognitive load, which could collectively result in a devastating situation. To justify the arguments, we have conducted an empirical study by collecting data using maxed mode survey, i.e., questionnaires and interviews from 98 drivers. The results show that existing smartphone-based solutions are least suitable due to numerous issues (e.g., complex and rich interfaces, redundant and time-consuming activities, requiring much visual and mental attention, and contextual constraints), making their effectiveness less viable for the drivers. Based on findings obtained from Ordinal Logistic Regression (OLR) models, it is recommended that the interactions between the drivers and smartphone could be minimized by developing context-aware adaptive user interfaces to overcome the chances of accidents.


Author(s):  
Noah L. Schroeder ◽  
Alexandrea Oliver ◽  
Kenneth Deffet ◽  
James Morgan

The development of educational video games can be a challenging process. Typically, games are created for one content area and are designed to specifically facilitate learning in regards to that content. However, this approach inherently limits the utility of the game to specific content. In this chapter, the authors describe the development and systematic iterative playtesting of an educational game designed to be modified by end-users (e.g., teachers, researchers, students). Quantitative and qualitative data were collected through three phases of beta-testing, and the results from each test informed the subsequent version of the software. Overall, the results indicated that, aside from fixing software glitches, the addition of aesthetically pleasing graphical user interfaces and the integration of sound effects appear to have made the biggest contributions to players' perceptions of the game.


The tool identified for data collection of this research project is a video game, which makes the topic of the representation of space in videogame an absolutely relevant aspect for the project. This work bases on the statement of Jenkins, according to which “game space never exists in abstract, but always experientially”. In the current generation of video games, talking about position of the camera assumes a different value than in film or television language, assuming the meaning of point of view from which the game is visually (and auditory) presented and determines the spatial perspective of a computer game. The most common distinction, with respect to the position of the camera, is between First Person Camera, where space is presented from the perceptive perspective of the player's avatar and Third Person Camera, where the perspective is not directly the one of the avatar. This category, in fact, is very extensive, and poorly lends itself to a single definition. Under the umbrella of Third Person Camera are both perspectives associated with the avatar, but framing it externally (a camera follows the avatar) and those in which the camera is fixed. Moreover, the position of the camera compared to the avatar (from behind, left, right, Orbit Camera, etc.), or with respect to the environment (from above, from a precise point of reference) is not a neutral choice. In the present work, we use the categorization proposed by Britta Neitzel (Neitzel, 2002), which, taking up the work of Jean Mitry about The Aesthetics and Psychology of the Cinema (Mitry & King, 1997), distinguishes between subjective, semisubjective or objectives views. The chapter provides examples of different perspectives, and introduces the concept of Natural User Interfaces, which include movements based on input and output, on discretion, on voice, and evolve towards an efficient use of the senses in the interaction with machines.


Author(s):  
Amber Wagner ◽  
Jeff Gray

Although Graphical User Interfaces (GUIs) often improve usability, individuals with physical disabilities may be unable to use a mouse and keyboard to navigate through a GUI-based application. In such situations, a Vocal User Interface (VUI) may be a viable alternative. Existing vocal tools (e.g., Vocal Joystick) can be integrated into software applications; however, integrating an assistive technology into a legacy application may require tedious and manual adaptation. Furthermore, the challenges are deeper for an application whose GUI changes dynamically (e.g., based on the context of the program) and evolves with each new application release. This paper provides a discussion of challenges observed while mapping a GUI to a VUI. The context of the authors' examples and evaluation are taken from Myna, which is the VUI that is mapped to the Scratch programming environment. Initial user studies on the effectiveness of Myna are also presented in the paper.


2000 ◽  
Vol 12 (6) ◽  
pp. 628-639 ◽  
Author(s):  
S. Narayanan ◽  
◽  
Heath A. Ruff ◽  
Narasimha Rao Edala ◽  
Jonathan A. Geist ◽  
...  

Uninhabited aerial vehicles are aircraft without the onboard presence of pilot or aircrew. Even though the human is removed from the direct control of the aircraft, the human is typically involved in the process as a supervisor in a multiple task telerobotics control system. The supervisor must receive the appropriate information for efficient decision making and input the information required to augment the autonomous control of the vehicle as necessary. This article presents an approach that applies human operator modeling methods to perform semiotic analysis and identifies the content and form of the information required for effective supervisory control. This paper also outlines a computational modeling and simulation architecture that supports concurrent multi-user connectivity and reconfigurable user interfaces. The potential utilization of this architecture to systematically evaluate interface concepts and the role of automation in these systems is also described. Finally, an empirical evaluation is described that benchmarks the effectiveness of the architecture.Human-Integrated Supervisory Control of Uninhabited Combat Aerial Vehicles.


2020 ◽  
Author(s):  
Nigel Robb ◽  
Bo Zhang

Dynamic difficulty adjustment (DDA) in video games involves altering the level of challenge provided based on real-time feedback from the player. Some approaches to DDA use measurements of player performance, such as success rate or score. Such performance-based DDA systems aim to provide a bespoke level of challenge to each player, so that the game is neither too hard nor too easy. Previous research on performance-based DDA shows that it is linked to better player performance, but finds mixed results in terms of player experience (e.g., enjoyment). Also, while the concept of flow is regarded as an important aspect of video game experience, little research has considered the effects of performance-based DDA on flow. We conducted an experiment on the effects of performance-based DDA on player performance, enjoyment, and experience of flow in a video game. DDA was achieved using a generalised algorithm. 221 participants played either the DDA version of the game, a control version (difficulty remained constant), or an incremental version (difficulty increased regardless of performance). Results show that the DDA group performed significantly better. However, there were no significant differences in terms of enjoyment or experience of flow.


2019 ◽  
Author(s):  
Lukasz D. Kaczmarek ◽  
Maciej Behnke ◽  
Marzena Dżon

Individuals usually benefit from Pokémon Go gaming because this mobile video game provides an attractive opportunity for increased outdoor physical activity and socializing. However, based on prior studies on gaming and electronic media use, excessive Pokémon Go involvement is likely to be related to adverse phenomena such as mental problems (smartphone addiction and phubbing), pain (in neck, arms, and legs), and eye-related problems (dry eye and impaired focusing). We expected that excessive Pokémon Go players would exhibit stronger mental and physical symptomatology. Pokémon Go players (N = 450) completed an online survey reporting Pokémon Go addiction symptoms, smartphone addiction symptoms, phubbing habits, time spent playing Pokémon Go, pain, and eye problems. We also controlled for overall use of other electronic media. We found that individuals with higher levels of Pokémon Go addiction reported more pain and more problems with vision. Increased smartphone addiction and phubbing partially mediated these effects. This study contributes to a balanced perspective on the biopsychosocial outcomes of health behaviors gamification via mobile video games.


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