games@large

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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

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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 Presentation

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Page 1: Games@Large

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

Page 2: Games@Large

Games@Large Project

Theory

Hypothesis

Method

Planning

Page 3: Games@Large

Games@Large ProjectTheory

Hypothesis

Method

Planning

Page 4: Games@Large

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

Page 5: Games@Large

Games@Large Project

Theory

Hypothesis

Method

Planning

Page 6: Games@Large

TheoryPrevious research:

Performance

Different categories of games

Precision/ deadline

Page 7: Games@Large

TheoryGame Experience Questionnaire (GEQ):

7 components:

• Immersion

• Flow

• Positive

• Negative

• Annoyance

• Challenge

• Competition

Page 8: Games@Large

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.

Page 9: Games@Large

Games@Large Project

Theory

Hypothesis

Method

Planning

Page 10: Games@Large

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

Page 11: Games@Large

Games@Large Project

Theory

Hypothesis

Method

Planning

Page 12: Games@Large

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

Page 13: Games@Large

MethodDesign

Between subjects- System: 3D streaming vs. 2D

streaming

Within subjects- game vs. device vs. latency

Total Overdosis

Sprill

Majong

Page 14: Games@Large

MethodPilot

Game experience lab – IPO building

2 – 3 people

Determine latency values

Total Overdosis

Sprill

Majong

Page 15: Games@Large

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

Page 16: Games@Large

MethodExample:

Total Overdosis

Sprill

Majong

Page 17: Games@Large

Games@Large Project

Theory

Hypothesis

Method

Planning

Page 18: Games@Large

Planning

16/3 – 27/4: experiments27/4 – 25/5: analyzing25/5 – 5/6: report & paper

Page 19: Games@Large

Thank you

Questions?