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Snail Quest : A usability comparison of motion control and keyboardcontrol in a puzzle game / Snail Quest : En jämförelse av rörelsekontroll och tangentbordskontroll i ett pusselspel

Movement based controls in games hold great promise for public health, player enjoyment and intuitive controls. A system employing the web camera for motion control of games or other software might be a way to bring motion control to the consumers en masse. But does motion based controls offer an advantage in usability compared to the conventional keyboard? This study attempts to compare the usability of game controlled by such a system with the usability of the same game being controlled with the keyboard. To that end Snail Quest was developed. Snail Quest is a small 2D platformer puzzle game developed for the motion controller. A user study was performed to measure the usability of the game while used with each controller, the motion controller and the keyboard. Assuming the validity of the questionaire used, the results are largely inconclusive. The motion controller scored on par with the keyboard for the first of the two levels evaluated by the studies participants, but in the second level the keyboard received a uneqivocally higher score. Even so, statement nr 2 of the questionaire: “It was easy to use the game” consistently recieved higher scores when the game was played using the keyboard regardless of level, suggesting the game and/or the MBC may need improvement to compete with traditional controls in usability.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-142872
Date January 2017
CreatorsStenberg, Johan
PublisherLinköpings universitet, Interaktiva och kognitiva system
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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