scholarly journals Usability Testing of Video Game Controllers: A Case Study

2016 ◽  
pp. 145-188
Author(s):  
Gareth Young ◽  
Aidan Kehoe ◽  
David Murphy
Keyword(s):  
2017 ◽  
Vol 14 (7-8) ◽  
pp. 742-762
Author(s):  
Michael Ryan Skolnik ◽  
Steven Conway

Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such as pool halls, coin-operated entertainment technologies, video games, and the demographic and economic conditions during the arcade’s peak popularity, which are historically connected to the advent of bachelor subculture. Drawing on these complementary histories, we examine the social and historical movement of arcades and arcade culture, focusing upon the Street Fighter series and the fighting game community (FGC). Through this case study, we argue that moral panics concerning arcades, processes of cultural norm selection, technological shifts, and the demographic peculiarities of arcade culture all contributed to its current decline and discuss how they affect the contemporary FGC.


Author(s):  
Simon Abramov ◽  
Alexander Korotin ◽  
Andrey Somov ◽  
Evgeny Burnaev ◽  
Anton Stepanov ◽  
...  

2021 ◽  
Vol 2 (3) ◽  
pp. 34-55
Author(s):  
Ailbhe Warde-Brown

The relationship between music, sound, space, and time plays a crucial role in attempts to define the concept of “immersion” in video games. Isabella van Elferen’s ALI (affect-literacy-interaction) model for video game musical immersion offers one of the most integrated approaches to reading connections between sonic cues and the “magic circle” of gameplay. There are challenges, however, in systematically applying this primarily event-focused model to particular aspects of the “open-world” genre. Most notable is the dampening of narrative and ludic restrictions afforded by more intricately layered textual elements, alongside open-ended in-game environments that allow for instances of more nonlinear, exploratory gameplay. This article addresses these challenges through synthesizing the ALI model with more spatially focused elements of Gordon Calleja’s player involvement model, exploring sonic immersion in greater depth via the notion of spatiotemporal involvement. This presents a theoretical framework that broadens analysis beyond a simple focus on the immediate narrative or ludic sequence. Ubisoft’s open-world action-adventure franchise Assassin’s Creed is a particularly useful case study for the application of this concept. This is primarily because of its characteristic focus on blending elements of the historical game and the open-world game through its use of real-world history and geography. Together, the series’s various diegetic and nondiegetic sonic elements invite variable degrees of participation in “historical experiences of virtual space.” The outcome of this research intends to put such intermingled expressions of space, place, and time at the forefront of a ludomusicological approach to immersion in the open-world genre.


Author(s):  
Leif Schumacher

In different ways, Marxist autonomist, regulation school, and neoliberal theories all claim that work in the new economy is increasingly characterised by high levels of creativity, cooperation, and innovation, albeit accompanied by uncertainty and a relentless pace of work, introducing a new form of labour that differs fundamentally from past forms. This paper does not disagree with the proposition that capital is currently in the process of intensifying its search for more efficient value extraction. However, through a case study of lawsuits launched against the video game company Electronic Arts regarding its labour practices, it argues that the change in the nature of knowledge work and immaterial labour has been overstated by the adherents of these three schools and that what we are witnessing is not so much a replacement of traditional Fordist practices by post-Fordist ones as a new fusion of the two forms.


Author(s):  
Deborah P. Birkmire-Peters ◽  
Leslie A. Whitaker ◽  
Leslie J. Peters

This paper presents the conceptual framework and methodology that has been developed to perform usability evaluations of commercially available equipment for use in telemedicine applications. Specifically, the three components of the evaluation methodology, namely, technical acceptability, operational effectiveness, and clinical appropriateness, are described. This methodology was used to evaluate commercially available video-otoscope systems for use in a store-and-forward teleconsultation project.


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