Maximizing Players’ Anticipation by Applying the Proximity-Compatibility Principle to the Design of Video Games

@article{Caroux2011MaximizingPA,
  title={Maximizing Players’ Anticipation by Applying the Proximity-Compatibility Principle to the Design of Video Games},
  author={L. Caroux and Ludovic Le Bigot and N. Vibert},
  journal={Human Factors: The Journal of Human Factors and Ergonomics Society},
  year={2011},
  volume={53},
  pages={103 - 117}
}
Objective: Two experiments were conducted to investigate elements of the spatial design of video game interfaces. Background: In most video games, both the objects and the background scene are moving. Players must pay attention to what appears in the background to anticipate events while looking at head-up displays. According to the proximity-compatibility principle, game-related information should be placed as close as possible to the anticipation zone. Method: Participants played a video game… Expand

Figures and Tables from this paper

Impact of the motion and visual complexity of the background on players' performance in video game-like displays
TLDR
Variations in the low-level features of visual backgrounds may be used to control challenge in video games if background complexity is low and performance on both tasks was impaired when the complexity of the background increased. Expand
Influence of head-up displays' characteristics on user experience in video games
TLDR
Two experiments were designed to investigate the influence of HUDs on player experience according to player expertise and game genre and showed that displaying a permanent HUD within the visual interface may improve the understanding of this environment by players. Expand
How visual background motion and task difficulty modulate players' performance in a shooting task
TLDR
Design recommendations based on manipulations of the background characteristics are proposed to establish the level of difficulty in simple video games that use lateral background motion. Expand
Video Game Interfaces and Diegesis: The Impact on Experts and Novices’ Performance and Experience in Virtual Reality
TLDR
The results showed that diegetic integration has a positive effect on the player’s performance but not on the subjective experience (presence and enjoyment), and shed light on the moderator role of expertise in action games on this effect. Expand
Player-video game interaction: A systematic review of current concepts
TLDR
The review showed that several concepts are relevant to qualify these interactions of player-video game interactions, namely engagement and enjoyment, and video game aspects, namely information input/output techniques, game contents and multiplayer games. Expand
The Impact of Game Peripherals on the Gamer Experience and Performance
TLDR
A relational framework including seven propositions is proposed to guide and suggest future research on the game peripherals’ influences and the positive gaming experience in the field of player-video game interaction. Expand
Improving Game Design through Responsive Configuration and Procedural Generation
TLDR
This thesis investigates a method by which game configuration and creation might be automated in such a way that a numerical rating could be assigned to any given game feature, thereby allowing the enjoyability of a game feature to be gauged in a more objective way. Expand
Interactive Design of Mobile Game Interfaces Based on UCD
TLDR
The author attempts to design a game interface under the guidance of UCD (user-centered design) and from the prospective of user experience through a combination of the features and limiting factors of run-time environment of mobile games according to game types, playing methods, art style and color scheme. Expand
An empirical comparison of first-person shooter information displays: HUDs, diegetic displays, and spatial representations
TLDR
Results suggest that no one display type – HUDs or alternatives – are universally best; each performed well, depending on the type of information; implications for the design of first-person shooter games. Expand
Developing Playability Heuristics for Computer Games from Online Reviews
TLDR
This paper demonstrates a revised lexical approach for developing game playability heuristics rules based on adjectives converging on factor perceived as playability, the top factor among the six. Expand
...
1
2
...

References

SHOWING 1-10 OF 33 REFERENCES
The effects of video game playing on attention, memory, and executive control.
TLDR
The results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect. Expand
Action video game modifies visual selective attention
TLDR
It is shown that action-video-game playing is capable of altering a range of visual skills, and non-players trained on an action video game show marked improvement from their pre-training abilities. Expand
Video game values: Human-computer interaction and games
TLDR
It is argued that video games contain systems of values which players perceive and adopt, and which shape the play of the game, which leads to a genuine video game HCI. Expand
A model of cognitive loads in massively multiplayer online role playing games
TLDR
An exploratory study using qualitative methods to explore cognitive overloads in Maple Story, a typical MMORPG, finds that some forms of cognitive load are actually desirable in order to make the game challenging. Expand
Understanding visual influence in graph design through temporal and spatial eye movement characteristics
TLDR
The paper demonstrates that this influence is reflected in eye movement patterns, which can be readily monitored by means of a remote eye tracking system, and that a relatively simple temporal analysis of the results can give important insights as to how the usability of visual displays has been influenced. Expand
Effects of increasing visual load on aurally and visually guided target acquisition in a virtual environment.
TLDR
Interactions between vision and audition during a target acquisition task performed in a virtual environment suggested that both auditory and visual cues reduced acquisition time as compared to an uncued condition. Expand
Attentional Models of Multitask Pilot Performance Using Advanced Display Technology
In the first part of the reported research, 12 instrument-rated pilots flew a highfidelity simulation, in which air traffic control presentation of auditory (voice) information regarding traffic andExpand
The Proximity Compatibility Principle: Its Psychological Foundation and Relevance to Display Design
TLDR
The concept of the proximity compatibility principle (PCP) is described and its relevance to display design is demonstrated: Displays relevant to a common task or mental operation should be rendered close together in perceptual space (close display proximity). Expand
The role of highlighting in visual search through maps.
TLDR
It is indicated that it is possible to declutter a display without erasing any information by 'lowlighting' one information domain and keeping the other domain at a fairly high intensity level. Expand
Visual attention while driving: sequences of eye fixations made by experienced and novice drivers
TLDR
Differences in sequences of fixations were found between novice and experienced drivers on the three types of roads, with experienced drivers showing greater sensitivity overall, and with some stereotypical transitions in the visual attention of the novices. Expand
...
1
2
3
4
...