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 language | English |
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Title of host publication | Fun and Games'2012 - Proceedings of the 4th International Conference on Fun and Games |
Publisher | ACM Press |
Pages | 101-104 |
Number of pages | 4 |
ISBN (Print) | 978-1-4503-1570-8 |
DOIs | |
Publication status | Published - 2012 |
Event | 4th International Conference of Fun and Games - Toulouse, France Duration: 4 Sept 2012 → 6 Sept 2012 http://fng2012.org/ |
Publication series
Name | ACM International Conference Proceeding Series |
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Conference
Conference | 4th International Conference of Fun and Games |
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Country/Territory | France |
City | Toulouse |
Period | 04.09.2012 → 06.09.2012 |
Internet address |
Keywords
- game design
- game experience
- complexity
- control
- physiological measurement