1 / 14

Games@Large

Games@Large. Influence of System Performance and Hardware Features on Player Experience Experimental Design Proposal Loek Canton Ricardo van der Heijden Sanne Schoenmakers Tess Speelpenning Advisors: Brian Gajadhar Henk Herman Nap Willem Oosting. Games@Large Project Theory Method

haley
Télécharger la présentation

Games@Large

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Games@Large Influence of System Performance and Hardware Features on Player Experience Experimental Design Proposal Loek Canton Ricardo van der Heijden Sanne Schoenmakers Tess Speelpenning Advisors: Brian Gajadhar Henk Herman Nap Willem Oosting

  2. Games@Large Project Theory Method Planning

  3. Games@Large Project Theory Method Planning

  4. Games@Large Project Play video games anytime, anywhere Latency Player experience Hardware & games Image from: Games@Large – Envisioning the Future of Video Game Entertainment Delivery. Technical Brochure Images from: Fritsch, T., Ritter, H and Schiller, J. (2005). The Effect of Latency and Network Limitations on MMORPGs

  5. Games@Large Project Theory Method Planning

  6. Theory Previous research Game experience & immersion MOS & GEQ Image from: Claypool, M. & Claypool, K. (2006). On Latency and Player Actions in Online Games. Image from:Dick, M., Wellnitz, O. and Wolf, L. (2005). Analysis of Factors Affecting Players’ Performance and Perception in Multiplayer Games.

  7. Games@Large Project Theory Method Planning

  8. Method Hypothesis: There will be a different threshold of latency for each system, game and device where the game experience starts to decrease. - 125ms for Total Overdose* - 500ms for Sprill* - 1000ms for Majong* * Based on previous research

  9. Method Dependent variable: - game experience Independent variables: - latency (to be defined) - Game (Sprill, Majong, Total Overdose) - System (notebook, PC) - Input device (mouse, gamepad) - Score - Playability

  10. Method Design: - Between subjects: - notebook vs. set-top box - Within subjects: - game vs. device vs. latency

  11. Method 2 sessions: Participants are asked to come back Total number of participants: 80 Game A is most critical, B and C are less critical

  12. Method Example:

  13. Games@Large Project Theory Method Planning

  14. Planning 16/3 – 27/4: experiments 27/4 – 25/5: analyzing 25/5 – 5/6: report & paper

More Related