Evaluating natural interaction techniques in video games

  • Authors:
  • Ryan P. McMahan;Alexander Joel D. Alon;Shaimaa Lazem;Robert J. Beaton;David Machaj;Michael Schaefer;Mara G. Silva;Anamary Leal;Robert Hagan;Doug A. Bowman

  • Affiliations:
  • Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA;Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA;Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA;Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA;Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA;Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA;Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA;Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA;Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA;Dept. of Comput. Sci., Virginia Tech, Blacksburg, VA, USA

  • Venue:
  • 3DUI '10 Proceedings of the 2010 IEEE Symposium on 3D User Interfaces
  • Year:
  • 2010

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Abstract

Despite the gaming industry's recent trend for using 驴natural驴 interaction techniques, which mimic real world actions with a high level of fidelity, it is not clear how natural interaction techniques affect the player experience. In order to obtain a better understanding, we designed and conducted a study using Mario Kart Wii, a commercial racing game for the Nintendo Wii. We chose this platform due to its seemingly balanced design of both natural and non-natural interaction techniques. Our empirical study of these techniques found that the non-natural interaction techniques significantly outperform their more natural counterparts. We offer three hypotheses to explain our finding and suggest them as important interaction design considerations.