2018
DOI: 10.1016/j.entcom.2018.01.003
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An empirical comparison of first-person shooter information displays: HUDs, diegetic displays, and spatial representations

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Cited by 16 publications
(15 citation statements)
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“…The lack of effect on performance among experts runs counter to earlier findings (Iacovides et al, 2015, Peacocke et al, 2018. However, the superiority of the diegetic interface in terms of performance facilitation tends to confirm what was expected about the attention distribution.…”
Section: Performancecontrasting
confidence: 92%
“…The lack of effect on performance among experts runs counter to earlier findings (Iacovides et al, 2015, Peacocke et al, 2018. However, the superiority of the diegetic interface in terms of performance facilitation tends to confirm what was expected about the attention distribution.…”
Section: Performancecontrasting
confidence: 92%
“…However, previous research has shown that use of diegetic user interfaces can enhance users' sense of absorption and engagement with systems using 2D displays (e.g. [11,23]), and similarly that high fidelity movement-based controls can enhance users' sense of presence in games [16,33].…”
Section: Discussionmentioning
confidence: 99%
“…Similarly, Peacocke et al [22] found that players of a shooter game experienced increased sense of immersion, and better performance, when using a diegetic ammunition counter, rather than a head-up display. Extending this to other types of ingame information [23], they concluded that player performance can be (but is not always) improved by diegetic information displays. In contrast, Pfister and Ghellal [24] found higher levels of immersion for a platform game when using non-diegetic interface elements.…”
Section: Diegetic Interfaces and User Experiencementioning
confidence: 98%
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“…Information is displayed in several modalities, but the visual channel is generally emphasized [11]. Typically, visual interfaces of video games include a main action area where players see the objects they interact with (e.g., avatars, enemies, targets), a scene background that may be complex or moving (e.g., building interiors, landscapes) and contextual information overlaid in a head-up display (e.g., score, status bar) [12][13][14].…”
Section: Introductionmentioning
confidence: 99%