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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 Method

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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 Method Planning

  3. Games@Large Project Theory Method Planning

  4. Games@Large Project Play video games anytime, anywhere Latency Player experience 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 Method Planning

  6. Theory Previous research Game experience & immersion MOS & GEQ Image from: Claypool, M. & Claypool, K. (2006). On Latency and Player Actions in Online Games. Image from:Dick, M., Wellnitz, O. and Wolf, L. (2005). Analysis of Factors Affecting Players’ Performance and Perception in Multiplayer Games.

  7. Games@Large Project Theory Method Planning

  8. Method Hypothesis: There will be a different threshold of latency for each system, game and device where the game experience starts to decrease. - 125ms for Total Overdose* - 500ms for Sprill* - 1000ms for Majong* * Based on previous research

  9. Method Dependent variable: - game experience Independent variables: - latency (to be defined) - Game (Sprill, Majong, Total Overdose) - System (notebook, PC) - Input device (mouse, gamepad) - Score - Playability

  10. Method Design: - Between subjects: - notebook vs. set-top box - Within subjects: - game vs. device vs. latency

  11. Method 2 sessions: Participants are asked to come back Total number of participants: 80 Game A is most critical, B and C are less critical

  12. Method Example:

  13. Games@Large Project Theory Method Planning

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

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