Soft Key and Hard Key Mobile Input Devices on Player Experience for Mobile Gaming

Author(s):  
Kimberly Chu ◽  
Tek Yong Lim ◽  
Chee Weng Khong ◽  
Chui Yin Wong
2016 ◽  
Vol 8 (3) ◽  
pp. 52-69
Author(s):  
Chu Kimberly ◽  
Tek Yong Lim ◽  
Chee Weng Khong ◽  
Chui Yin Wong

Input devices for mobile gaming consist of hard keypad (HK) and soft keypad (SK). Different interaction for both input devices have an impact on usability and player experience. Although there are publications that evaluate on input devices and game, little is known on how HK and SK affect mobile gaming. The implication to usability aspect is not fully understood and the list of recommendation on player experience is limited. The aim of this paper is to examine usability and construct recommendation list for player experience by comparing two different types of mobile devices, namely HK and SK. For usability, an experiment was employed to measure effectiveness, efficiency and satisfaction. The studies conducted an interview after the experiment. From the interview, a list of recommendation was constructed to identify player experience of input devices for mobile games. Results of the experiment were significant for effectiveness and satisfaction measures where HK performed better than SK. The recommendation list revealed both devices most mentioned positive and negative comments.


2021 ◽  
Vol 5 (2) ◽  
pp. 33-44
Author(s):  
Noraziah Mohd Razali ◽  
◽  
Azahar Harun ◽  
Ruslan Abdul Rahim ◽  
◽  
...  

There are numerous subfields within visual communication, one of which is new media, alongside conventional practices such as advertising, photography, the web, animation, and signage. Blogs, social media, video games, email and the pervasiveness of smartphones have all resulted in the emergence of new media that are inextricably linked to the internet and the online environment. since the first mobile game, "Tetris", in 1994 and “Snakes" in 1997, the visual element in mobile games has evolved significantly, culminating in the modern-day mobile gaming world. These changes have involved progress from the black and white images of the early games to the variety of colours used in game visuals today and the creation of virtual goods in-app games. A skin is one of these virtual goods or items and is synonymous with a virtual appearance, outfit or cosmetic item that can be used to modify and enhance the appearance of a player's avatar. This is a cosmetic item and purely aesthetic in nature, serving no functional purpose. Among players, the desire for a skin is undeniable. Apart from the "beauty factor," another hidden value is inherent in players' perceptions of their interactions with purely aesthetic items. To determine the attractiveness of the skin in mobile games, preliminary research on skin evaluation was conducted to ascertain players' perceptions of recent virtual skins they had used in-game. The purpose of the study was to identify players’ perceptions of the attractiveness of the skin they used. To conduct the research, the Standard User Experience Questionnaire (UEQ) was used to determine the attractiveness of the skin as a virtual product. The UEQ is composed of six scales and twenty-six items that assess attractiveness on a hedonic and pragmatic level. Thirty respondents were chosen, and data analysis was performed using UEQ Data Analysis Tools. The product's benchmark was divided into five UX quality categories: excellent, good, above average, below average, and bad. The results indicate that stimulation is an excellent proxy for the UX quality of skin and efficiency is above average; meanwhile, attractiveness, perspicuity, dependability, and novelty were below average.


2004 ◽  
Author(s):  
Carolyn M. Sommerich ◽  
Sahika Vatan ◽  
Amy Asmus

Author(s):  
Carlos Pereira Santos ◽  
Niels Cornelis Martinus Felicius van Gaans ◽  
Vassilis-Javed Khan ◽  
Panos Markopoulos
Keyword(s):  

1976 ◽  
pp. 56-73
Author(s):  
Susan Wooldridge
Keyword(s):  

2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


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