Auflistung nach Schlagwort "Video Games"
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- KonferenzbeitragThe Effects of Auditory Latency on Experienced First-Person Shooter Players(Mensch und Computer 2022 - Tagungsband, 2022) Halbhuber, David; Köhler, Annika; Schmidbauer, Markus; Wiese, Jannik; Henze, NielsLatency is inherently part of every interactive system and is particularly critical in video games. Previous work shows that visual latency above 25 ms reduces game experience and player performance. However, latency does not only affect visual perception but also may influence auditory elements of video games. It is unclear if auditory latency impairs the gaming experience and player performance with the same magnitude as visual latency. Therefore, we conducted an experiment with 24 participants playing a first-person shooter game. Participants played with four levels (0 ms, 40 ms, 270 ms, and 500 ms) of controlled auditory latency to reveal effects on game experience and player performance. Our analysis shows that auditory latency in video games increases the perceived tension, decreases positive feelings towards the game, and on its highest tested level (500 ms), even causes significantly stronger associations with negative feelings towards the game. Furthermore, we found that the negative effects of auditory latency are particularly pronounced for high-skilled players. We conclude that auditory latency negatively affects video games and their players. Therefore, researchers should investigate it with the same rigor as visual latency
- KonferenzbeitragI may only be able to sit through 30 minutes": Gaming Sickness and Its Impact on Players' Experiences With Games"(Proceedings of Mensch und Computer 2024, 2024) Chen, Anna; Burtscher, Sabrina; Gerling, KathrinGaming sickness, where players experience dizziness, nausea, or even vomiting while playing video games, is typically viewed through a quantitative lens, limiting our insights into the lived experience of the phenomenon and thus concealing mitigation strategies. To gain a more nuanced understanding of gaming sickness, and to explore possible lanes of future research, we conducted twelve semi-structured interviews with people affected by gaming sickness. Our results show that the experience of gaming sickness is highly individual, with a wide spectrum of symptoms and varying severity. Environmental factors can influence gaming sickness, and many participants have developed individual contextual and game-related coping strategies, which they apply with varying degrees of success. For games to be more accessible to everyone, future work should focus on studying specific triggers, and needs to explore different forms of adjustments so players can tailor games to their individual needs.
- KonferenzbeitragUsing Artificial Neural Networks to Compensate Negative Effects of Latency in Commercial Real-Time Strategy Games(Mensch und Computer 2022 - Tagungsband, 2022) Halbhuber, David; Seewald, Maximilian; Schiller, Fabian; Götz, Mathias; Fehle, Jakob; Henze, NielsCloud-based game streaming allows gamers to play Triple-A games on any device, anywhere, almost instantly. However, they entail one major disadvantage - latency. Latency, the time between input and output, worsens the players’ experience and performances. Reduc same game experience as in local gaming. Previous work demonstrates that deep learning-based techniques can compensate for a game’s latency if the artificial neural network has access to the game’s internal state during inference. However, it is unclear if deep learning can be used to compensate for the latency of unmodified commercial video games. Hence, this work investigates the use of deep learning-based latency compensation in commercial video games. In a first study, we collected data from 21 participants playing real-time strategy games. We used the data to train two artificial neural networks. In a second study with 12 participants, we compared three different scenarios: (1) playing without latency, (2) playing with 50 ms of controlled latency, and (3) playing with 50 ms latency fully compensated by our system. Our results show that players associated the gaming session with less negative feelings and were less tired when supported by our system. We conclude that deep learning-based latency compensation can compensate the latency of commercial video games without accessing the internal state of the game. Ultimately, our work enables cloud-based game streaming providers to offer gamers a better and more responsive gaming experience.