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The Impact of Game Peripherals on the Gamer Experience and Performance

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Abstract

Game peripherals refer to the input-output devices assisting players to interact with video games. An interesting phenomenon related to game peripherals is bringing your own peripherals (BYOP) which means video game players, especially the advanced players, usually tend to use their own devices to play video games. An important reason for the popularity of BYOP is the players’ belief that the best tools to play the game are their own devices, in terms of game experience and performance. Thus, the game peripherals used in the BYOP situation imply the excellent quality. However, the limited research on the game peripherals leads to the lacking understanding of what determines the good game peripherals and how the good game peripherals influence players’ positive gaming experience and their performance. In order to call for more attention to the research on game peripherals and players’ cognition, this paper focuses on two important dimensions of game peripherals (i.e., controller fit and vividness of interfaces) and their influences on players’ positive in-game experience (i.e., sense of control, immersion and enjoyment). Furthermore, this research also discusses the relationship between positive gaming experience and in-game performance. 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.

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Considerable research shows that positive affect improves performance on creative tasks and negative affect improves performance on analytic tasks. The present research entertained the idea that affective feelings have flexible, rather than fixed, effects on cognitive performance. Consistent with the idea that positive and negative affect signal the value of accessible processing inclinations, the influence of affective feelings on performance on analytic or creative tasks was found to be flexibly responsive to the relative accessibility of different styles of processing (i.e., heuristic vs. systematic, global vs. local). When a global processing orientation was accessible happy participants generated more creative uses for a brick (Experiment 1), successfully solved more remote associates and insight problems (Experiment 2) and displayed broader categorization (Experiment 3) than those in sad moods. When a local processing orientation was accessible this pattern reversed. When a heuristic processing style was accessible happy participants were more likely to commit the conjunction fallacy (Experiment 3) and showed less pronounced anchoring effects (Experiment 4) than sad participants. When a systematic processing style was accessible this pattern reversed. Implications of these results for relevant affect-cognition models are discussed. (PsycINFO Database Record
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Objective: Although it is generally understood that exergames can be beneficial, more research is needed to understand how in-game experiences influence enjoyment and the likelihood for continued use of these types of games. Therefore, the objective of this research is to understand how player performance in an exergame affects psychological responses (autonomy, competence, and presence), enjoyment of the experience, and likelihood for future play. Subjects and methods: Sixty-two college students (mean age, 20.32 years) participated in an experiment where they played a challenge event on the "Biggest Loser" exergame for the Nintendo (Kyoto, Japan) Wii™ console. Participants were given up to two chances to see if they could "win" the challenge event. A lab assistant recorded player performance for each session in minutes and seconds (range, 30 seconds-10 minutes). The attempt in which the participant achieved the greatest amount of time playing was used as a measure of player performance. After playing, subjects filled out a questionnaire with items pertaining to enjoyment, competence, autonomy, presence, and future intentions for continued use of the exergame. Results: The results suggest that player achievement (longer time spent playing) directly and indirectly predicts feelings of autonomy, competence, presence, enjoyment, and future intentions to play. Individuals who performed better felt more autonomous and experienced greater presence, leading to greater enjoyment. Enjoyment and presence were found to mediate the relationship between player performance and future intentions to play an exergame. Conclusions: This study suggests that performance in exergames is related to psychological experiences that fuel enjoyment and the likelihood for future exergame use. The theoretical and practical significances of these findings are discussed, as well as future research involving exergames.
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Many studies have shown that there is a positive impact of serious educational games (SEGs) on student learning. Because of the game graphics, animations, sounds, and narratives, the learners can immerse in the virtual surroundings. Once they immersed, they might try their best to solve the in-game tasks. Therefore, the purpose of this study was to develop a SEG-Bio Detective and to evaluate its impact on student science learning outcomes. Moreover, we further investigated the relationships between students' game immersion experience and their science learning and problem solving. The obtained results showed that student science learning can be significantly improved through Bio Detective play, but there were no significant correlations between game immersion and learning outcomes. Comparing the problem-solving patterns and problem-solving abilities between students with high- and low immersion experience, we found that students with high immersion experience had a more complete problem-solving pattern and a better problem-solving performance than students with low game immersion experience.
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In recent years, there is an increased interest to apply computer games to facilitate training and learning, with the expectation that simulated environment can improve trainees' performance and enjoyment in the learning activities at a relatively low cost. Such expectation is that better immersive capabilities of the computer game environment would lead to better performance, as well as making the exercise more enjoyable. The aim of this research is to confirm such belief, by defining and testing an integrated model of game immersion, enjoyment and performance. To this end, this study posits that visual aspects (in our case, vividness and visual appeal) embedded within the game design would enhance immersion, and ultimately impact on enjoyment and performance. Eighty subjects participated in an empirical test, for which World of Warcraft (WOW)-Mists of Pandaria was selected as the context. The results indicate that vividness is highly related to immersion, while immersion has significant impact on enjoyment and performance.
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This study provides an exploratory analysis of the effects of the various characteristics of users, games, and repurchase behavior of users in an online game context. Many previous studies considered intentions to purchase and repurchase game items; however, few examined repurchase behavior. Our analysis included a sample of 2,060,685 observations (out of a total of 84,434,287) in one year based on the field data of purchase behavior from a game company. Analysis results show that users’ purchase behavior is the most significant factor, and time-related characteristics such as the recency of purchase, purchase frequency, and purchase cycle are important factors that influence repurchase decisions. In contrast, it is found that purchase amount, game characteristics, and user characteristics are not significant. Our findings imply that any analysis of repurchase behavior should address “unconscious” purchase behavior, such as habits, immersion, and impulse buying, in addition to conscious purchase behavior.
Conference Paper
Effects of field-of-view (FOV) in a virtual environment (VE) on presence, enjoyment, memory, and simulator sickness (SS) were studied. A refined scale designed to assess subjects' engagement, enjoyment, and immersion (E(2)I) was developed. Items to examine subjects' memory of the VE were included. SS was examined using the Simulator Sickness Questionnaire (SSQ). Using a within subjects design, data were collected from 10 subjects at four FOVs (60degrees, 100degrees, 140degrees, and 180degrees). The VE, Crayolaland, was presented in a driving simulator. Results indicated that presence, enjoyment, and SS varied as a function of display FOV. Subjects exhibited higher SSQ and presence subscale scores with increasing FOV. SSQ and presence values approached asymptotes for FOVs beyond 140degrees. Presence and SS were positively correlated; enjoyment and SS were negatively correlated.
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Retaining consumers and facilitating their continuance are crucial for mobile service providers. Based on the theories of task-technology fit (TTF) and use-context fit (UCF), a research model that reflects the two fitness effects on consumers’ mobile channel continuance was developed and empirically tested against data collected from 358 mobile banking consumers of a national commercial bank in China. The results confirm the usefulness of the two fitness theories in explaining the mobile channel continuance and identify the concurrence effects of TTF and UCF on consumers’ mobile channel continuance. Specifically, this study found that task features and technology characteristics significantly affect TTF, which further determines mobile channel continuance. UCF was found to be an important antecedent of TTF and a significant determinant of mobile channel continuance. This study also found that perceived utilitarian and hedonic values influence mobile channel continuance directly and indirectly via UCF.
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Seventy-two male college undergraduates at a large southeastern university played a video game in one of two conditions: using a traditional handheld controller or using motion-based controls. Results showed that using motion-based controls significantly increased measures of hostility, identification with the avatar, and impacted a sense of self presence with the game. Results indicate motion-based controls, although helping to create a bond with the game's avatar, do not necessarily create a feeling of immersion into the game environment.
This research aims to propose an extended Technology Acceptance Model (TAM) that will provide better understanding of the acceptance of purchasing using smartphones. In fact, satisfaction toward the visit of the mobile Web site and the perceived enjoyment are added to the original model. A questionnaire was used to collect data from 400 French purchasers and non-purchasers. The structural model analysis has highlighted two differences between the two individuals’ profiles. The first is the positive and significant impact of perceived enjoyment on the intention to use smartphones to make purchases, since it is only significant amongst the purchasers. The second difference concerns the impact of satisfaction on the intention to use smartphones for purchases, which is significant only among the purchasers. Managerial implications are further discussed.
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Dissociative experiences create a feeling of being outside one’s own body. Oftentimes, people experiencing these states claim to be off in another place and find they are losing time. Gamers who experience a high level of presence with their games echo these sorts of claims. A gaming experiment was conducted to determine if those people scoring high in having dissociative episodes experience presence more so than those scoring low in having dissociative episodes. The experiment also manipulated the variables of controller type (steering wheel versus traditional controller) and stereoscopic dimension (2D versus 3D) to determine if they interacted with ratings of dissociative episodes. Enjoyment of the game, which has been theoretically linked to presence, was also measured. After 146 participants played a racing game under the different manipulated conditions, the study confirmed that dissociation was highly related to sense of presence in a game and enjoyment. Playing the game with a steering wheel, as opposed to traditional controller, also created a greater sense of presence and enjoyment. 3D, as opposed to 2D, did not impact sense of presence or enjoyment. No interactions among the three variables occurred.
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In the following article, the author explores the notion of playing computer games as sports by sketching out the labors and sensations of Counter-Strike teams playing at pro/am e-sports local area network (LAN) tournaments. How players are engaged physically in practice and play is described in this qualitative study through the core themes of movement, haptic engagement, and the balanced body. Furthermore, the research describes how technologies in play are laboring actors too; the players and technologies in this study are rendered as networked, extended, and acting in and on the same fields of play. In asking is there a “sport” in e-sports, this study questions the legitimacy of a traditional sports ontology and simultaneously tackles the notion of engagement with computer game play as a legitimate sporting endeavor.
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Long waits online undermine users' evaluations of Web sites and their providers, triggering abandonment behaviors. Yet e-business researchers and practitioners have not perfected mechanisms to respond to online wait issues. A filler interface that runs during the wait for search results may influence online users' perceived waiting time (PWT); however, no scientific investigation has attempted to design effective filler interfaces for managing online waits. By adopting resource allocation theory, cognitive absorption theory, and human computer interaction (HCI) theories (competition for attention, visual search, and motion effect), we design diverse filler interfaces and investigate their effects on antecedents of PWT. The proposed research model considers cognitive absorption factors such as temporal dissociation, focused immersion, and heightened enjoyment as antecedents of PWT, which in turn triggers three outcomes: affective appraisals, cognitive appraisals, and Web site use intention. A multistage, multimethod approach is used to test the research hypotheses. In the first stage, we compare a filler interface condition with a no-filler interface condition, and find the superiority of a filler interface with respect to inducing focused immersion and temporal dissociation. In the second stage, we conduct two controlled experiments to examine whether filler interfaces with various designs (varying the presence and relevance of image, text, and image motion) distinctly influence antecedents of PWT and confirm their distinctive effects on focused immersion, temporal dissociation, and heightened enjoyment. In addition, by conducting a structural equation modeling analysis, we find that our research model explains 51 percent, 51 percent, 44 percent, and 45 percent of the variance in PWT, affective appraisals, cognitive appraisals, and Web site use intention respectively. Theoretical and practical implications of these findings are provided.
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Many studies have shown the positive impact of serious educational games (SEGs) on learning outcomes. However, there still exists insufficient research that delves into the impact of immersive experience in the process of gaming on SEG-based science learning. The dual purpose of this study was to further explore this impact. One purpose was to develop and validate an innovative measurement, the Game Immersion Questionnaire (GIQ), and to further verify the hierarchical structure of game immersion by construct validity approaches, including exploratory factor analysis (EFA) (n = 257) and confirmatory factor analysis (CFA) (n = 1044). The second purpose was to investigate the impact of game immersion on science learning through SEG play (n = 260). Overall, the results supported the internal structure of the GIQ with good reliability and validity, and the inter factor bivariate correlations for each construct indicated a high internal consistency. Players did learn from playing an SEG, and game immersion experience did lead to higher gaming performance. Moreover, players' gaming performance plays a role in mediating the effect of immersion on science learning outcomes through SEG play. However, as players became more emotionally and subjectively attached to the game, the science learning outcomes were not definitively reliable.
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Technology-mediated distance learning is becoming increasingly important to business curricula. However, little theoretical development or empirical research has examined teaching effectiveness in distance learning. Thus, this article draws from research in management communications, education, and information systems to develop an initial conceptualization of influences on technology-mediated distance learning outcomes. It then reports on an exploratory study utilizing both qualitative and quantitative techniques to examine 247 students' reactions to such distance learning.