DOI QR코드

DOI QR Code

Smartphone racing game controller UX testing

스마트폰 레이싱 게임 조작기 UX 평가

  • 정동훈 (광운대학교 미디어영상학부)
  • Received : 2015.11.17
  • Accepted : 2015.12.08
  • Published : 2015.12.30

Abstract

This study aims to evaluate smartphone gaming controllers. Diffusion of smartphone makes its users to play smartphone games in ease and comfort and its built-in sensors deliver new gaming experience to the users. Based on the concept how the controller system is important, the current research also implies the importance of customizing service which gives users a selection to deploy a controller. To explore the interaction effect of controllers and customizing on interactivity, flow, usability, attitude, and intention, the research constructs 3(gyroscope, wheel, and button controllers) by 2(default and customizing setting) experimental design and forty college students played Gameloft's Asphalt 8: Airborne in a within subject design. The results showed that interaction effect and customizing main effect were not found, but controller main effect was statistically significant. Button controller is superior to those other two in more detail. It implies that it is still not useful to play new types of gaming controller, and a customizing service. It suggests that smartphone games should more focus on improving optimal user experience with built-in sensor controllers.

Keywords

References

  1. 조성혜, "3D 온라인 레이싱에 MMORPG 요소를 결합한 게임 개발 사례 연구," 디지털디자인학연구, 제8권, 제2호, 2008, pp. 127-136.
  2. 조용상, "모바일 레이싱 게임에서 속도감 향상을 위한 품질관리 방안 연구," 광운대학교 정보콘텐츠대학원 석사학위논문, 2013.
  3. 박찬익, "컴퓨터게임의 캐릭터와 게이머의 몰입성에 관한 연구-레이싱게임을 중심으로," 한국디자인포럼, 제14권, 2006, pp. 191-202.
  4. 양신덕, "컴퓨터 게임에서 조작도구의 차이가 플레이어의 몰입에 미치는 영향 연구," 홍익대학교 영상대학원 석사학위논문, 2008.
  5. 김미진.윤진홍, "터치스크린 인터페이스 분석을 통한 모바일 게임 인터페이스 구현," 디자인학연구, 제22권, 제1호, 2009, pp. 231-244.
  6. 반경진.이경원.김현희.김효동, "사용자 맞춤형 인터페이스와 몰입의 관계에 관한 연구," 한국HCI학회 학술대회, 2007, 1399-1406.
  7. Lombard, M. and Snyder-Duch, J., "Interactive advertising and presence: a framework," Journal of Interactive Advertising, Vol. 1, No. 2, 2001, pp. 56-65. https://doi.org/10.1080/15252019.2001.10722051
  8. Steuer, J., "Defining virtual reality: Dimensions determining telepresence," Journal of Communication, Vol. 42, No. 4, 1992, pp. 73-93. https://doi.org/10.1111/j.1460-2466.1992.tb00812.x
  9. Csikszentmihalyi, M., Beyond anxiety and boredom: The experience of play in work and games, Jossey Bass, 1975.
  10. Csikszentmihalyi, M., Finding flow: The psychology of engagement with everyday life. Basic Books, 1997.
  11. 김진우, "Human Computer Interaction 개론," 안그라픽스, 2012.
  12. Nielsen, J., Usability engineering. Elsevier. 1994.
  13. Dix, A., Finlay, J., Abowd, G. and Beale, R., Human-Computer Interaction, Prentice-Hall, 3rd Edition, 2003.
  14. Sweetser, P. and Wyeth, P., "GameFlow: A model for evaluating player enjoyment in games," Computers in Entertainment, Vol. 3, No. 3, 2005, p. 3.
  15. 이현지.정동훈, "스마트폰 게임센서에 따른 상호작용성과 플로우, 태도 그리고 이용의도에 관한 연구," 한국방송학보, 제26권, 제1호, 2012, pp. 126-166

Cited by

  1. 대학생들의 SNS 이용동기, 대인관계지향성이 MSNS(Mobile Social Network Service) 중독경향성에 미치는 영향 vol.12, pp.4, 2016, https://doi.org/10.17662/ksdim.2016.12.4.145
  2. 가상현실에 관한 사용자 관점의 이론과 실제 vol.24, pp.1, 2015, https://doi.org/10.22693/niaip.2017.24.1.003