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Games@Large

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

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Games@Large

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  1. 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

  2. Games@Large Project Theory Hypothesis Method Planning

  3. Games@Large Project Theory Hypothesis Method Planning

  4. Games@Large Project Play 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

  5. Games@Large Project Theory Hypothesis Method Planning

  6. Theory Previous research: Performance Different categories of games Precision/ deadline

  7. Theory • Game Experience Questionnaire (GEQ): • 7 components: • Immersion • Flow • Positive • Negative • Annoyance • Challenge • Competition

  8. Theory Mean 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.

  9. Games@Large Project Theory Hypothesis Method Planning

  10. 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

  11. Games@Large Project Theory Hypothesis Method Planning

  12. Total Overdosis Sprill Majong • Method • variables • 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 )

  13. Total Overdosis Sprill Majong Method Design Between subjects - System: 3D streaming vs. 2D streaming Within subjects - game vs. device vs. latency

  14. Total Overdosis Sprill Majong Method Pilot Game experience lab – IPO building 2 – 3 people Determine latency values

  15. Total Overdosis Sprill Majong Method 2 sessions Latency is counterbalanced Total number of participants: min. 40 Participants are asked to come back Game A (Total Overdosis) most critical Games B (Sprill) and C (Majong) are less critical

  16. Total Overdosis Sprill Majong Method Example:

  17. Games@Large Project Theory Hypothesis Method Planning

  18. Planning 16/3 – 27/4: experiments 27/4 – 25/5: analyzing 25/5 – 5/6: report & paper

  19. Thank you Questions?

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