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Measuring the Impact of Game Controllers on Player Experience in FPS Games

Kathrin Gerling
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Measuring the Impact of Game Controllers on Player Experience in FPS Games Kathrin M. Gerling, Matthias Klauser, Joerg Niesenhaus University of Duisburg-Essen Forsthausweg 2 47057 Duisburg, Germany +49 (0) 203 379 1150 {kathrin.gerling, matthias.klauser, joerg.niesenhaus}@uni-due.de ABSTRACT This is a major challenge for interaction designers since usable An increasing amount of games is released on multiple platforms, game controls have to be implemented without altering game and game designers face the challenge of integrating different mechanics—although sometimes the game design is adjusted for interaction paradigms for console and PC users while keeping the input controls and output rendering provided by the respective core mechanics of a game. However, little research has addressed gaming system. Different input controls may also affect player the influence of game controls on player experience. In this paper, experience, depending on how the available input device suits the we examine the impact of mouse and keyboard versus gamepad game mechanics. This issue is not only important for player control in first-person shooters using the PC and PlayStation 3 performance, but also for the individual, personal experience versions of Battlefield: Bad Company 2. We conducted a study while engaging with games, largely referred to as user experience with 45 participants to compare player experience and game [1] or player experience [12]. With the recent interest in usability issues of participants who had previously played similar evaluating user experience in games, which lead to the games on one of the respective gaming systems, while also development of questionnaires investigating player experiences, exploring the effects of players being forced to switch to an new survey measures are available to examine relations between unfamiliar platform. The results show that players switching to a hardware interface and player experience [2, 6]. new platform experience more usability issues and consider In this paper, we aim to examine the impact of hardware game themselves more challenged, but report an equally positive overall input controls on player experience. Because differences are likely experience as players on their comfort platform. to be especially prominent in games which rely heavily on mouse control, we present an evaluation of the first person shooting Categories and Subject Descriptors (FPS) game Battlefield: Bad Company 2. In our study, the game is H.5.2 [User Interfaces]: Ergonomics, Evaluation/methodology; either played on a regular PC using keyboard and mouse or on a K.8.0 [Personal Computing]: General – Game. Sony PlayStation 3 using the dual-shock 3 wireless game pad, because those two input controls represent the most common interaction paradigms for games of this genre. General Terms Measurement, Experimentation, Human Factors. 2. INTERACTION IN FPS GAMES Keywords 2.1 Control in PC and Console FPS Games When it comes to hand-eye coordination and reaction time, first- User experience, player experience, player engagement, usability, person shooters are one of the most demanding game genres. The first person shooter, game controls, multi-platform development. orientation of a player in a FPS game requires methods to control both the position and the direction of view of the player in the 1. INTRODUCTION game world [8]. Early first-person shooters like Wolfenstein 3D Over the past years, multi-platform development has become and Doom offer only horizontal orientation due to the lack of real increasingly popular in the video games industry. Many games are 3D environments. Later first-person shooters added the possibility being simultaneously released for the PC, major console platforms of changing the focus into all directions, a technique referred to as as well as mobile devices. Besides technical limitations during the mouse-look [4]. Additionally, cursor keys were replaced by the development process, different platforms are also associated with WASD-keys for better ergonomic use of combined keyboard and fundamentally different interaction paradigms or input control. mouse controls. This control scheme is still a common setup for PC-based FPS games. On consoles, FPSs had their breakthrough with Sony's PlayStation home console in 1994, which offered dual Permission to make digital or hard copies of all or part of this work for analog sticks. In most games, the left analog stick is used for personal or classroom use is granted without fee provided that copies are forward and backward movement as well as strafing, while the not made or distributed for profit or commercial advantage and that right hand analogue stick is used for the free look in order to copies bear this notice and the full citation on the first page. To copy adjust the movement and fire direction, also many games offer otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. additional setup options like an inverse z-axis. Although first- MindTrek'11, September 28-30, 2011, Tampere, Finland. person shooters are now a common sight on consoles and part of Copyright 2011 ACM 978-1-4503-0816-8/11/09....$10.00. the biggest franchises of the gaming industry (Halo, Call of Duty, Killzone, Battlefield), critics often blame console controllers for video games were identified, namely Flow, Imaginative and their lack of precise game control. Also, the fact that a lot of Sensory Immersion, Competence, Suspense, Negative Affect, console FPS games offer additional and/or optional player Control and Social Presence. Based on these Nine UX assistance like auto-locks and target snapping to overcome control Dimensions, the Game Experience Questionnaire [6] was issues suggests that console hardware is less suitable for FPS developed, which we apply to measure PX in Battlefield: Bad games than a keyboard/mouse setup on the PC. Company 2. Further research on PX by Nacke and Drachen [12] highlights the temporal and contextual component of experience; 2.2 Studies of Player Performance in Games for example, the impact of previous experience on PX which is Natapov et al. [14] compared user’s performances with especially important in the context of our study. Nintendo’s Wii Remote and the Classic Controller for the task of pointing using Fitts’s Law. A standard mouse was used as a 3.2 Studies of Player Experience in Games baseline condition. In comparison to the mouse both console Game metrics data is not only used for balancing and bug- controllers performed poorly in terms of throughput, speed and tracking, but also to define play-personas, which are modeled error rate. A similar study by Klochek and MacKenzie [8] used a representations of how players interact with the game and can three-dimensional environment to compare an Xbox gamepad provide a deeper understanding of how players experience a game with a standard pc mouse for the tasks of tracking a moving target [18]. Questionnaires like the Game Experience Questionnaire with and without acceleration over several seconds. While both (GEQ) [6] or the Game Engagement Questionnaire (GEnQ) [2] tested devices performed equally well in tracking the target’s are used individually or are combined with other methods to velocity, the mouse allowed users to accelerate faster in order to measure player experience. Nacke & Lindley [13] used correct errors in position. Isokoski and Martin [7] measured the questionnaires and psychophysiological methods to measure the performance of a wheel mouse, an Xbox360 gamepad, a keyboard player experience in a FPS game. In another empirical study [13], with a standard mouse and a trackmouse in the task of FPS target participants played a FPS game modification based on Half-Life acquisition. All settings using a mouse for aiming performed 2, in which sound and music were manipulated (on/off), while better than the Xbox360 gamepad. Another study developed a psychophysiological recordings of electrodermal activity (EDA) prototypical two-handed game input device for FPS games and and facial muscle activity were recorded in addition to the Game compared a prototype with a standard mouse and joystick. Experience Questionnaire (GEQ). Results indicated no major Participants performed targeting tasks, scoring best with the impact on EMG and EDA, but showed significant effects on all experimental controller followed by mouse and joystick [9]. dimensions of the GEQ. Nacke [11] compared the Wii Remote controls with a PS2 gamepad within the game Resident Evil 4 by 3. PLAYER EXPERIENCE IN GAMES measuring the psychophysiological responses, as well as spatial During the past years, different approaches towards describing presence and the player experience using questionnaires. and measuring player experience in games have been made. The Although significantly different physiological results were found, term player experience is derived from the phenomenon of user game play was experienced equally well with both controllers. experience (UX), which is defined in ISO 9241-210, describing Likewise, Limperos et al. [10] explored the impact of Wii Remote how a person perceives and responds to the interaction with a and PS2 gamepad on player experience in Madden 2008, and system, highlighting the subjective, psychological nature of the found that the using the PS2 controller was subjectively perceived phenomenon and focusing on the interaction process. Bernhaupt as more enjoyable. A study by Drachen et al. [5] indicates a [1] underlines that player experience (PX) is dependent on significant correlation between psychophysiological arousal (i.e., subjective experiences evoked by games and phases of play they EDA and heart rate) and self-reported gameplay experience (i.e., offer, and that interaction paradigms of games may influence PX. GEQ) while playing three different FPS games. 3.1 Models of Player Experience 4. EVALUATION: BFBC2 Player experience in video games describes the individual perception of the interaction process between player and game. 4.1 Battlefield: Bad Company 2 Among others, the GameFlow model by Sweetser and Wyeth [17] Battlefield Bad Company 2 was released in 2010 by Electronic describes player enjoyment in games based on Csikszentmihalyi’s Arts and is one of the most popular first-person shooters on the idea of Flow, which describes an experience evolving from the PlayStation 3 and Xbox 360 consoles as well as the PC. It sold optimal alignment between challenge and personal abilities. They almost 6 million copies and has a metacritic score of 87 (PC) and introduce dimensions such as challenge, skills or immersion, 88 (PS3/Xbox360). The game offers solid and predictable single which are associated with criteria for enjoyment in games. player mode and provides players with a typical single player Calvillo-Gámez [3] present the CEGE model, which aims to campaign experience. BFBC2 uses common keyboard and mouse provide an instrument for the evaluation of gaming experience controls on the PC. On both consoles, the analog stick controls based on an examination of Core Elements of the Gaming are consistent with the common control patterns of both sticks. Experience, Video Games and Puppetry. Similar to the GameFlow Users can change the controls in the setup according to their model, the CEGE model is based on an extensive analysis of preferences, yet during the study subjects were only allowed to psychological phenomena associated with player experience. inverse the z-axis. Likewise, Poels et al. create a model of Nine UX Dimensions [16]. It is based on brainstorming sessions with players, which 4.2 Methodology and Hypotheses We applied a 2x2 between subject design with the independent were held to gain insight into individual experiences while measure of participants being either comfortable with playing on a engaging with digital games. Additionally, expert reviews were PC or on console platforms. To determine a participants’ comfort introduced to further investigate aspects which might influence platform, a short questionnaire on prior gaming experience was player experience. Thereby, nine dimensions of enjoyment in Figure 1. Mean GEnQ ratings for each platform (CI: 95%). Figure 2. Mean GEQ ratings for each platform (CI: 95%). applied. The dependent measures player experience, perceived significantly better if players were using their comfort platform usability and efficiency were collected as follows: The Game (cf. Table 1). Influence of the hardware interface (1): Three Experience Questionnaire (GEQ) first introduced by Ijsselsteijn et MANOVAs were calculated to examine if a particular hardware al. [6] measures the seven dimensions Competence, Flow, interface led to different levels of player experience, player’s Negative Affect, Positive Affect, Challenge, Tension, and efficiency, or perceived usability. No significant results were Immersion. Furthermore, we applied the Game Engagement found. Influence of efficiency on player experience (2): The Questionnaire (GEnQ) by Brockmyer et al. [2], which was number of deaths shows a positive correlation with the designed to explore player engagement in video games and dimensions GEQ-Negative Affect (r=.428, p=.004, N=43), GEQ- examines the dimensions Immersion, Presence, Flow and Tension (r=.314, p=.040, N=43) and GEQ-Challenge (r=.338, Absorption. ISO-Norm Questionnaire 9241/10 was included in p=.027, N=43). Influence of the comfort platform (3): Three the evaluation to investigate usability issues, which might MANOVAs were calculated to examine if prior experience with potentially affect player experience. Additionally, we recorded the hardware interface led to different levels of player experience, basic player performance metrics, tracking how many times efficiency, or perceived usability. For player experience, the players died throughout the evaluation and investigating which following significant differences were found: Participants who did parts of the level they completed. The following three main not use their comfortable device felt more challenged (GEQ- hypotheses are examined: The hardware interface influences the Challenge (F (41, 1) = 12.806; p = .001, ηp² = .238) than those player’s experience and efficiency (1), player efficiency has an who used their comfort device. Additionally, players felt more impact on player experience (2) and using one’s comfort platform engaged (GEnQ-Absorption (F (41, 1) = 5.017; p = .031, ηp² = will influence player experience (3). .109). Besides that, no significant results regarding player efficiency were found. However, differences in perceived usability 4.3 Participants and Procedure were observed: Players using a new platform reported higher Forty-five adults participated in the evaluation (N=45, 38 male), values for Error Tolerance (F (41, 1) = 8.502; p = .006, ηp² = their mean age was 24 years (SD=3.5). Most participants were .179) and on Individualization (F (41, 1) = 7.868; p = .008, ηp² = recruited at a local university. All subjects were familiar with FPS .168). games, playing them on a regular basis using a PC or a gaming console (PS3 or Xbox 360), yet none of them had played BFBC2 Table 1. Mean ratings for significant questionnaire results. before. After a short introduction to the experiment, participants Comfort Platform New Platform were asked to provide information on previous gaming experience. Then, players were evenly assigned to one of the M SD M SD following four settings: (1) PC player assigned to PC condition, GEQ-Challenge 2.21 0.59 2.90 0.68 (2) PC player assigned to console condition, (3) console player GEnQ-Absorption 1.61 0.39 1.87 0.39 assigned to console condition and (4) console player assigned to Error Tolerance 4.51 0.84 3.76 0.81 PC condition. Participants were asked to play the second level of Individualization 4.61 1.07 3.65 1.12 the single player campaign of BFBC2, being told that their goal would be to reach the end of the level. Depending on the setting, 4.5 Discussion either game pad or mouse and keyboard had to be used to The results show that player experience in BFBC2 is only accomplish this task. After twenty minutes, the session was partially affected by gaming controller hardware. In this context, aborted if players had not finished the level. Then, participants the most interesting observation is that although players felt were asked to answer the GEQ, the GEnQ as well as the ISO- significantly more challenged by the game if they were not Norm questionnaire. allowed to play on their comfort platform, GEQ ratings for Positive Affect remained similarly high throughout all groups 4.4 Results while Negative Affect ratings were relatively low. This suggests The results of the evaluation suggest that the participants of this that if a certain level of usability is kept, a change in gaming evaluation experienced an above-average gaming experience (cf. platform is not followed by a significant decrease in player Figure 1 and Figure 2). Additionally, overall results of the ISO- experience when engaging with BFBC2. This is supported by Norm questionnaire suggest a low level of usability issues, yet player performance metrics: Although player deaths seem to ratings of perceived error tolerance and individualization were influence the ratings of the game in general, and players who die more frequently rate the game as more challenging, stressful and [3] Calvillo-Gámez, E. H., Cairns, P., & Cox, A. L. 2010. report a higher level of Negative Affect, no interrelations between Assessing the core elements of the gaming experience. In: comfort platform and this effect could be observed. However, Bernhaupt, R. 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