games@large
DESCRIPTION
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 Hypothesis - PowerPoint PPT PresentationTRANSCRIPT
Games@LargeInfluence of System Performance and Hardware Features on Player Experience
Experimental Design Proposal
Loek CantonRicardo van der HeijdenSanne SchoenmakersTess Speelpenning
Advisors:Brian GajadharHenk Herman NapWillem Oosting
Games@Large Project
Theory
Hypothesis
Method
Planning
Games@Large ProjectTheory
Hypothesis
Method
Planning
Games@Large ProjectPlay video games anytime, anywhere
Latency
Player experience / performance
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
Games@Large Project
Theory
Hypothesis
Method
Planning
TheoryPrevious research:
Performance
Different categories of games
Precision/ deadline
TheoryGame Experience Questionnaire (GEQ):
7 components:
• Immersion
• Flow
• Positive
• Negative
• Annoyance
• Challenge
• Competition
TheoryMean opinion score (MOS):
Relation MOS vs. latency depends on game
Image from:Dick, M., Wellnitz, O. and Wolf, L. (2005). Analysis of Factors Affecting Players’ Performance and Perception in Multiplayer Games.
Games@Large Project
Theory
Hypothesis
Method
Planning
Hypothesis
There will be a different threshold of latency for each system, game and device where the game experience starts to decrease.
- 125ms for Third Person Shooter*(Total Overdose)
- 500ms for *(Sprill)
- 1000ms for Omnipresent *(Majong)
* Based on previous research
Games@Large Project
Theory
Hypothesis
Method
Planning
Methodvariables
Dependent variable:-
game experience (GEQ)
- Performance
- Playability (MOS)
Independent variables:- latency (4 values, to be defined)- Game (Total Overdose, Sprill,
Majong )- System (2D, 3D)- Input device (notebook, PC )
Total Overdosis
Sprill
Majong
MethodDesign
Between subjects- System: 3D streaming vs. 2D
streaming
Within subjects- game vs. device vs. latency
Total Overdosis
Sprill
Majong
MethodPilot
Game experience lab – IPO building
2 – 3 people
Determine latency values
Total Overdosis
Sprill
Majong
Method2 sessions
Latency is counterbalanced
Total number of participants: min. 40Participants are asked to come back
Game A (Total Overdosis) most criticalGames B (Sprill) and C (Majong) are less critical
Session 1: Notebook Session 2: PC
4x game A 4x game A
4x game B or C 4x game B or C
Total Overdosis
Sprill
Majong
MethodExample:
Total Overdosis
Sprill
Majong
Games@Large Project
Theory
Hypothesis
Method
Planning
Planning
16/3 – 27/4: experiments27/4 – 25/5: analyzing25/5 – 5/6: report & paper
Thank you
Questions?