Engagement in controller-less motion control gaming
aut.embargo | No | en_NZ |
aut.thirdpc.contains | No | en_NZ |
aut.thirdpc.permission | No | en_NZ |
aut.thirdpc.removed | No | en_NZ |
dc.contributor.advisor | Carter, Philip | |
dc.contributor.advisor | Parry, Dave | |
dc.contributor.author | Aravindakshan Nair, Sreeraj | |
dc.date.accessioned | 2012-09-02T20:59:40Z | |
dc.date.available | 2012-09-02T20:59:40Z | |
dc.date.copyright | 2012 | |
dc.date.created | 2012 | |
dc.date.issued | 2012 | |
dc.date.updated | 2012-09-01T05:27:28Z | |
dc.description.abstract | This study is an initial investigation into users’ experience of engagement when using controller-less gaming consoles. These consoles are motion control devices that respond to the user’s body movements. The study primarily used situated co-inquiry to examine the actual experiences of six users who used the Kinect console. These experiences were video recorded and the video recordings were used in follow up interviews with users to assist their recall of the experiences and to further reflect on them. The study revealed that while engagement occurred for users, these were limited by self-consciousness, tiredness, user interface limitations, response lag and certain game features. The interview data showed that achievements in the game and a competitive social situation were keys to improving engagement. As game developers further develop the ability of these types of consoles to recognise body movements, they will benefit from working on these two aspects. This small research project also shows that usability testing in this area can benefit from including the social situation of game experience. | en_NZ |
dc.identifier.uri | https://hdl.handle.net/10292/4587 | |
dc.language.iso | en | en_NZ |
dc.publisher | Auckland University of Technology | |
dc.rights.accessrights | OpenAccess | |
dc.subject | Engagement | en_NZ |
dc.subject | Immersion | en_NZ |
dc.subject | Motion control gaming | en_NZ |
dc.subject | Controller-less | en_NZ |
dc.subject | Kinect engagement | en_NZ |
dc.subject | Awareness | en_NZ |
dc.title | Engagement in controller-less motion control gaming | en_NZ |
dc.type | Thesis | |
thesis.degree.discipline | ||
thesis.degree.grantor | Auckland University of Technology | |
thesis.degree.level | Masters Theses | |
thesis.degree.name | Master of Computer and Information Sciences | en_NZ |