An integrated multiprocessing array for time warp pattern matching
ISCA '81 Proceedings of the 8th annual symposium on Computer Architecture
Design of a body-driven multiplayer game system
Computers in Entertainment (CIE) - 3rd anniversary issue
Computers in Human Behavior
What Does Touch Tell Us about Emotions in Touchscreen-Based Gameplay?
ACM Transactions on Computer-Human Interaction (TOCHI)
Motion capture controls negate the violent video-game effect
Computers in Human Behavior
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The motion detection technology used in innovative game controlling devices like the Nintendo Wii-Remote® provides experiences of realistic and immersive game play. In the present study (N=62) it was tested whether this technology may also provoke stronger aggression-related effects than standard forms of interaction (i.e., keyboard and mouse). With the aid of a gesture recognition algorithm, a violent action role-playing game was developed to compare different modes of interaction within an otherwise identical game environment. In the Embodied Gestures condition participants performed realistic striking movements that caused the virtual character to attack and kill other ingame characters with a club or sword. In the Standard Interaction condition attacks resulted from simple mouse clicks. After the game session, participants showed a similar increase in negative feelings in both groups. When provided with ambiguous scenarios, however, participants in the Embodied Gestures condition tended to show more hostile cognitions (i.e., anger) than the Standard Interaction group. Results further corroborate the complexity of aggression-related effects in violent video games, especially with respect to situational factors like realistic game controls.