Empirical Comparison of the Effects of Symmetrical and Asymmetrical Video Game Console Controllers on Players Performance

Author(s):  
Asma Alfargani ◽  
Ahamed Altaboli
2013 ◽  
Author(s):  
Louis-Benoit Desroches ◽  
Jeffery Greenblatt ◽  
Stacy Pratt ◽  
Henry Willem ◽  
Erin Claybaugh ◽  
...  

Author(s):  
Edward Downs

A pre-test, post-test experiment was conducted to determine if using a popular racing game on a PlayStation® 3 video game console could change a player's intent to drive distracted. Results indicated that those who were driving distracted (texting or talking) in a video game driving simulator had significantly more crashes, speed violations, and fog-line crossings than those in a non-distracted driving control group. These findings are consistent with predictions from the ACT-R cognitive architecture and threaded cognition theory. A follow-up study manipulated the original protocol by establishing a non-distracted baseline for participants' driving abilities as a comparison. Results demonstrated that this manipulation resulted in a significantly stronger change in attitude against driving distracted than in the original procedure. The implications help to inform driving safety programs on proper protocol for the use of game consoles to change attitudes toward distracted driving.


2013 ◽  
Vol 2013 ◽  
pp. 1-7 ◽  
Author(s):  
Alasdair G. Thin ◽  
Craig Brown ◽  
Paul Meenan

Dance Dance Revolution is a pioneering exergame which has attracted considerable interest for its potential to promote regular exercise and its associated health benefits. The advent of a range of different consumer body motion tracking video game console peripherals raises the question whether their different technological affordances (i.e., variations in the type and number of body limbs that they can track) influence the user experience while playing dance-based exergames both in terms of the level of physical exertion and the nature of the play experience. To investigate these issues a group of subjects performed a total of six comparable dance routines selected from commercial dance-based exergames (two routines from each game) on three different consoles. The subjects’ level of physical exertion was assessed by measuring oxygen consumption and heart rate. They also reported their perceived level of exertion, difficulty, and enjoyment ratings after completing each dance routine. No differences were found in the physiological measures of exertion between the peripherals/consoles. However, there were significant variations in the difficulty and enjoyment ratings between peripherals. The design implications of these results are discussed including the tension between helping to guide and coordinate player movement versus offering greater movement flexibility.


2009 ◽  
Vol 24 (3) ◽  
pp. 421-445 ◽  
Author(s):  
Pradeep K. Chintagunta ◽  
Harikesh S. Nair ◽  
R. Sukumar

2014 ◽  
Vol 8 (3) ◽  
pp. 509-526 ◽  
Author(s):  
Louis-Benoit Desroches ◽  
Jeffery B. Greenblatt ◽  
Stacy Pratt ◽  
Henry Willem ◽  
Erin Claybaugh ◽  
...  

This chapter introduces the main market trends of the video game sector and analyzes the mutations of this industry. Video game sector is characterized by very high network externalities, a lock-in phenomenon, and the increasing technological complexity of consoles, which are also subject to cycles, a structural increase in game development costs, and the predominance of strategic marketing. Since the beginning of the century, this industry has witnessed major developments: the arrival of Microsoft in 2001 onto the game console segment, a growing interest of game publishers in other platforms, the dramatic growth of new platforms (mobile terminals), and the rapid development of online and downloadable games. In addition, this chapter addresses some of the most important issues in the field of strategic management: value chains and business models. These concepts are applied to the video game industry in the context of competitive intensity and modification of market structures.


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