Control vs. complexity in games: comparing arousal in 2D game prototypes

Michael Lankes, Wolfgang Hochleitner, Nina Lehner, Christina Hochleitner

Research output: Chapter in Book/Report/Conference proceedingsConference contribution

4 Citations (Scopus)

Abstract

In this paper, we investigate the relationship between the feeling of being in control in a game situation and the interaction complexity in regard to the degree of arousal within subjects. To address this topic a comparative study consisting of two similar prototypes of a 2D jump-and-run game was set up. Both versions of the game were made up of identical art assets and shared the same level structure. The main difference constitutes in the type of interaction. Prototype A offers less control (through an auto-jump ability) and requires input only via one hand (mouse input). Contrary, prototype B enables players to have a stronger influence on the current game situation (manual jump ability) and requires them to use both hands (mouse and keyboard input). In order to assess the arousal of the test subjects, physiological measurements were carried out via galvanic skin response (GSR). Results show that the loss of control creates less arousal than a more complex game situation.
Original languageEnglish
Title of host publicationFun and Games'2012 - Proceedings of the 4th International Conference on Fun and Games
PublisherACM Press
Pages101-104
Number of pages4
ISBN (Print)978-1-4503-1570-8
DOIs
Publication statusPublished - 2012
Event4th International Conference of Fun and Games - Toulouse, France
Duration: 4 Sep 20126 Sep 2012
http://fng2012.org/

Publication series

NameACM International Conference Proceeding Series

Conference

Conference4th International Conference of Fun and Games
CountryFrance
CityToulouse
Period04.09.201206.09.2012
Internet address

Keywords

  • game design
  • game experience
  • complexity
  • control
  • physiological measurement

Fingerprint Dive into the research topics of 'Control vs. complexity in games: comparing arousal in 2D game prototypes'. Together they form a unique fingerprint.

Cite this