dc.date | 2023-08 | |
dc.date.accessioned | 2024-07-08T14:11:47Z | |
dc.date.available | 2024-07-08T14:11:47Z | |
dc.date.issued | 2021-07-20 | |
dc.identifier.citation | 1. Sicart, M. (2014). Play matters. MIT Press. 2. Hamari, J., Tuunanen, J. (2014). Player types: A meta-synthesis. Transactions of the Digital Games Research 1(2). http://todigra.org/index.php/todigra/article/view/13 3. Williams, D., (2002) A structural analysis of market competition in the U.S. home video game industry. International Journal on Media Management 4(1): 41–54. 4. Newman, J. (2004). Videogames. Routledge. 5. Turk, M. (2001). Perceptual user interfaces. In Frontiers of human-centered computing, online communities and virtual environments (pp. 39-51). Springer, London. 6. Poh, M. (2019, 8 May). Evolution of Video Games User Interface (UI). http://www.hongkiat.com/blog/video-games-ui-evolution/ access date: 08.05.19 7. Wolf, M.J.P. (2008). Chapter 3 Modes of Exhibition. In The video game explosion: a history from PONG to Playstation and beyond. ABC-CLIO. Pp. 13-16. 8. Cummings, A. H. (2007, January). The Evolution of Game Controllers and Control Schemes and Their Effect on Their Games. In The 17th Annual University of Southampton Multimedia Systems Conference (Vol. 21). 9. Crick, T. (2011). The game body: toward a phenomenology of contemporary video gaming. Games and Culture, 6(3), 259–269. 10. Gerling, K. M., Klauser, M., & Niesenhaus, J. (2011, September). Measuring the impact of game controllers on player experience in FPS games. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 83-86). ACM. 11. Skalski P, Tamborini R, Shelton A et al (2011) Mapping the road to fun: natural video game controllers, presence, and game enjoyment. New Med Soc 13:224–242. Doi:10.1177/ 1461444810370949 12. McEwan, M., Johnson, D., Wyeth, P., & Blackler, A. (2012, July). Videogame control device impact on the play experience. In Proceedings of the 8th Australasian Conference on Interactive Entertainment: Playing the System (p. 18). ACM. 13. McGloin, R., Farrar, K., & Krcmar, M. (2013). Video games, immersion, and cognitive aggression: Does the controller matter?. Media psychology, 16(1), 65-87. 14. Birk, M., & Mandryk, R. L. (2013, April). Control your game-self: effects of controller type on enjoyment, motivation, and personality in game. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 685-694). ACM. 15. Mueller F., Bianchi-Berthouze N. (2015) Evaluating Exertion Games. In: Bernhaupt R. (eds) Game User Experience Evaluation. Human–Computer Interaction Series. Springer, Cham. 16. Hassenzahl, M. (2010). Experience design: Technology for all the right reasons. Synthesis lectures on human-centered informatics, 3(1), 1-95. 17. Neuman, W. L. (2014). Basics of social research. Pearson/Allyn and Bacon. 18. Krzywinski, M., Schein, J., Birol, I., Connors, J., Gascoyne, R., Horsman, D., .. & Marra, M. A. (2009). Circos: an information aesthetic for comparative genomics. Genome research, 19(9), 1639-1645. 19. Blomberg, J. (2018). The Semiotics of the Game Controller. Game Studies, 18(2). 20. McEwan, M. W. (2017). The influence of naturally mapped control interfaces for video games on the player experience and intuitive interaction (Doctoral dissertation, Queensland University of Technology). 21. Cairns, P., Li, J., Wang, W., & Nordin, A. I. (2014, April). The influence of controllers on immersion in mobile games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 371-380). ACM 22. Hufnal, D., Osborne, E., Johnson, T., & Yildirim, C. (2019, June). The Impact of Controller Type on Video Game User Experience in Virtual Reality. In 2019 IEEE Games, Entertainment, Media Conference (GEM) (pp. 1-9). IEEE. 23. Seibert, J., & Shafer, D. M. (2018). Control mapping in virtual reality: effects on spatial presence and controller naturalness. Virtual Reality, 22(1), 79-88. 24. Brown, M. A., & MacKenzie, I. S. (2013). Evaluating video game controller usability as related to user hand size. In Proceedings of the International Conference on Multimedia and Human Computer Interaction–MHCI 2013 (pp. 114-1). 25. Martel, E., & Muldner, K. (2017). Controlling VR games: control schemes and the player experience. Entertainment computing, 21, 19-31. 26. Brown, M., Kehoe, A., Kirakowski, J., & Pitt, I. (2010). Beyond the gamepad: HCI and game controller design and evaluation. In Evaluating user experience in games (pp. 209-219). Springer, London. 27. Kim, K. J., Biocca, F., & Jeong, E. J. (2011, February). The effects of realistic controller and real-life exposure to gun on psychology of violent video game players. In Proceedings of the 5th International Conference on Ubiquitous Information Management and Communication (p. 49). ACM. 28. Napatov, D.,Castellucci, S.J., & MacKenzie, I.S. (2009). ISO 9241-9 evaluation of video game controllers. In Proceedings of Graphics Interfaces 2009, Toronto, Canada. 29. Klochek, C. &MacKenzie, I.S. (2006). Performance measures of game controllers in an three-dimensional environment. In Proceedings of Graphics Interface 2006, Toronto, Canada. 30. Isokoski, P. & Martin, B. (2007). Performance of input devices in FPS target acquisition. In Proceedings of ACE 2007, ACM, New York, NY, USA, 240-241. 31. Kwak, M. & Salem, B. (2009). Designing a Game Controller for Novice HALO3 Players. In Proceedings of ICEC’09. Springer Verlag, Berlin, 325-326 32. Krekhov, A., Emmerich, K., Bergmann, P., Cmentowski, S., & Krüger, J. (2017, October). Self-transforming controllers for virtual reality first person shooters. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 517-529). 33. Wyeth, P. (2008, December). Understanding engagement with tangible user interfaces. In Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat (pp. 331-334). ACM. 34. Nijhar, J., Bianchi-Berthouze, N., & Boguslawski, G. (2011, May). Does movement recognition precision affect the player experience in exertion games?. In International Conference on Intelligent Technologies for interactive entertainment (pp. 73-82). Springer, Berlin, Heidelberg. 35. McGloin, R., Farrar, K., & Krcmar, M. (2013). Video games, immersion, and cognitive aggression: Does the controller matter?. Media psychology, 16(1), 65-87. 36. Blackler, A. L. (2008). Intuitive interaction with complex artefacts: empirically-based research. VDM Verlag. 37. Becker S. (2008). Intuition. In: Erlhoff M., Marshall T. (eds) Design Dictionary. Board of International Research in Design. Birkhäuser Basel. 38. Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73–93. doi: 10.1111/j.1460-2466.1992.tb00812.x 39. Kohn, L. T., Corrigan, J., & Donaldson, M. S. (2000). To err is human: building a safer health system (Vol. 6). Washington, DC: National academy press. 40. Natapov, D. (2010). The empirical evaluation and improvement of video game controllers (Order No. MR68294). Available from ProQuest Dissertations & Theses Global. (816700801). Retrieved from https://search.proquest.com/docview/816700801?accountid=13654 41. Bateman, C., & Boon, R. (2006). 21st Century Game Design. Hingham, Massachusetts: Charles River Media, Inc . 42. Swain, C. (2008).Master Metrics: The Science Behind the Art of Game Design. in Game Usability: Advice from the Experts. Morgan Kaufmann, San Francisco, CA. | en_US |
dc.identifier.uri | https://link.springer.com/chapter/10.1007/978-3-030-65060-5_25 | |
dc.identifier.uri | https://hdl.handle.net/20.500.12619/102350 | |
dc.description.abstract | The game understanding has changed shape according to the possibilities and needs of the digital age and gained a digital structure and penetrated to our homes and even our pockets. Increasing the rate of involvement of games in our daily lives has also provided diversification of the ways people play games. There are many computer-based platforms and game types that meet different game needs. Each platform brings with it various peripheral devices. Considering that the main purpose of the game is to enjoy, it is also important to discuss the designs of the products in question for the experience to be gained. Among the physical peripherals, controllers stand out as a remarkable area in terms of product design due to their visual and tactile (sometimes auditory) features and diversity. In this research, video game controllers discussed in terms of user needs, expectations, and academic researchers’ dimensions such as natural interaction style or dimensionality. In addition to the mouse & keyboard, the current game consoles, VR game platforms, and some wearable controllers examined in the study. Also, the concepts used by users and researchers in evaluating control devices compiled and points that overlap with each other interpreted. The evaluation dimensions, which were deemed incomplete in both views, are expressed. The study, as a result, revealed the multidimensionality of the game controllers and the difficulty of making a complete comparison of the features of all the controllers. | en_US |
dc.language.iso | eng | en_US |
dc.publisher | Springer | en_US |
dc.rights | info:eu-repo/semantics/restrictedAccess | en_US |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/us/ | * |
dc.subject | Video games | en_US |
dc.subject | Game Controllers | en_US |
dc.subject | Player Experience | en_US |
dc.title | A Critical Review of Video Game Controller Designs | en_US |
dc.type | conferenceObject | en_US |
dc.contributor.authorID | 0000-0001-7773-1045 | en_US |
dc.identifier.startpage | 311 | en_US |
dc.identifier.endpage | 323 | en_US |
dc.contributor.department | Sakarya Üniversitesi, Sanat Tasarım ve Mimarlık Fakültesi, Mimarlık | en_US |
dc.relation.journal | Game + Design Education Proceedings of PUDCAD 2020 | en_US |
dc.contributor.author | Akyaman, Serefraz | |
dc.contributor.author | Alppay, Ekrem Cem |
The following license files are associated with this item: