The human-computer interaction handbook
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Performance measures of game controllers in a three-dimensional environment
GI '06 Proceedings of Graphics Interface 2006
Performance of input devices in FPS target acquisition
Proceedings of the international conference on Advances in computer entertainment technology
Future Play '07 Proceedings of the 2007 conference on Future Play
Defining personas in games using metrics
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
ISO 9241-9 evaluation of video game controllers
Proceedings of Graphics Interface 2009
Designing a Game Controller for Novice HALO3 Players
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
Assessing user preference of video game controller button settings
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Is movement better?: comparing sedentary and motion-based game controls for older adults
Proceedings of Graphics Interface 2013
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An increasing amount of games is released on multiple platforms, and game designers face the challenge of integrating different interaction paradigms for console and PC users while keeping the core mechanics of a game. However, little research has addressed the influence of game controls on player experience. In this paper, we examine the impact of mouse and keyboard versus gamepad control in first-person shooters using the PC and PlayStation 3 versions of Battlefield: Bad Company 2. We conducted a study with 45 participants to compare player experience and game usability issues of participants who had previously played similar games on one of the respective gaming systems, while also exploring the effects of players being forced to switch to an unfamiliar platform. The results show that players switching to a new platform experience more usability issues and consider themselves more challenged, but report an equally positive overall experience as players on their comfort platform.