Transcript
Page 1: It’s not the model that doesn’t fit, it’s the controller!

Comparing models: Different skills predict performance.

• Game performance was a significant negative predictor of self-reported frustration, but this effect is weaker for the motion controller than for the traditional controller.

• For the motion controller, performance only had an indirect impact on game rating as a function of frustration.

• Increased frustration negatively predicted game rating when using both controllers, and this relationship was stronger in the motion controller model than in the traditional controller.

The difference between motion control and traditional control interfaces can be described as adifference in mapping, or a match between virtual actions and natural actions in the world. Mappingleads to reduced awareness of the controller, enhanced spatial presence, interactivity, positiveattitudes toward content and enjoyment.

In the context of video games, we argue that mapping might function differently than what hasbeen suggested in the preceding literature. In fact, we predict the opposite pattern will emerge.Namely, when controls are closely mapped to mirror real-world actions in video games, they will beconsidered less “natural” than when actions are mapped to presses of a button on a traditionalcontroller. For example, many video games feature extraordinary settings and circumstances, likemagic and monsters in World of Warcraft or aliens and spacecraft in Halo. Therefore, many of theactions in the games have no real-world analogue, like casting a healing spell or flying a fictionalvehicle. We should not expect players of these games to have strong mental models or accuratereference points for these behaviors. Regardless of the level of realism portrayed in these games,many of the players have never experienced these events firsthand and will not have a strongmental model.

It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games

Rogers, R., Bowman, N. D., & Oliver, M. B.(2014, November). It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games. Poster presented at the Annual Meeting of the National Communication Association, Chicago, IL.

This study examines differences in performance,frustration, and game ratings of individuals playingfirst-person shooter video games using twodifferent controllers (motion controller and atraditional, push-button controller) in a within-subjects, randomized order design. Structuralequation modeling was used to demonstrate thatcognitive skills such as mental rotation ability andeye/hand coordination predicted performance forboth controllers, but the motion control wassignificantly more frustrating. Moreover, increasedperformance was only related to game ratings forthe traditional controller input. We interpret thisdata as evidence that, contrary to the assumptionthat motion controlled interfaces are more naturallymapped than traditional push-button controllers,the traditional controller was more naturallymapped as an interface for gameplay.

Keywords: cognitive skill, video game, natural mapping, performance, enjoyment

Abstract______________

Predictions____________We suggest a model of natural mapping andenjoyment. The degree of natural mapping aparticular controller imbues can be addressed byfirst examining cognitive skills, then demonstratinghow those skills “map” onto game performance.This is a method for showing how “natural” using acertain controller in a game might be. Then, gameperformance should impact attitude toward thegame and the level of frustration a player feels. If aplayer performs well, then he or she will likely feelless frustration and enjoy the game more.Conversely, if a player performs poorly, he or shewill be more frustrated and enjoy the game less.We predict that the model will look differentdepending on the type of controller used.

Background_______________________________

Results___________________________________

Method_______________Ninety-one (N = 91) participants were recruitedfrom a large, Midwestern university. The majority ofparticipants were women (57.10%), Caucasian(71.40%), and between the ages of 19 and 22 yearsold (80.30%), M = 21.10, SD = 1.81.

Two games from the CoD series, Call of Duty 2: TheBig Red One (CoD2) and Call of Duty 3 (CoD3). Inboth versions, player was responsible for the samemechanics of gameplay but the manner in whichthese mechanics was engaged differed widely as afunction of controller input. One used a traditionalcontroller and the other used a motion-sensorremote.

Cognitive skill was assessed using protocolestablished by Bowman et al. (2013).

Video game performance was calculated by thenumber of in-game objectives each playeraccomplished minus the number of times a playerwas killed.

Frustration was measured with version of Sherry etal.’s (2008) media flow scale.

Game rating participants were asked to rate on ascale of “1” (lowest) to “10” (highest) the overallquality of the game.

… a Rogers-Bowman-Oliver joint …

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