2016
DOI: 10.1002/cav.1731
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The effect of animation controller and avatar on player perceptions

Abstract: Real‐time animation controllers are fundamental for animating characters in response to player input in digital games. However, the design of such controllers requires making trade‐offs between the naturalness of the character's motions and the promptness of the character's response. In this paper, we investigate the effects of such trade‐offs on the players' enjoyment, control, satisfaction, and opinion of the character in a simple platform game. In our first experiment, we compare three controllers having th… Show more

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Cited by 2 publications
(3 citation statements)
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References 51 publications
(93 reference statements)
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“…Five articles investigated the effects of avatar appearance in the game (i.e., the representation of the player in the virtual game environment). They focused on the possibility for players to customize themselves the appearance of their avatar (Birk et al, 2016;Cuthbert et al, 2019;Schmierbach, Limperos, et al, 2012), on the physical nature of the avatar, in terms of aesthetics appearance and physical behavior (human-like or robot) (Normoyle & Jörg, 2018), or on the possibility of having an avatar that physically resembles the player or a friend (Wauck et al, 2018). Four articles investigated the effects of narrative in video games, which is concerned with how a story context is included in the game environment.…”
Section: In-game Contentsmentioning
confidence: 99%
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“…Five articles investigated the effects of avatar appearance in the game (i.e., the representation of the player in the virtual game environment). They focused on the possibility for players to customize themselves the appearance of their avatar (Birk et al, 2016;Cuthbert et al, 2019;Schmierbach, Limperos, et al, 2012), on the physical nature of the avatar, in terms of aesthetics appearance and physical behavior (human-like or robot) (Normoyle & Jörg, 2018), or on the possibility of having an avatar that physically resembles the player or a friend (Wauck et al, 2018). Four articles investigated the effects of narrative in video games, which is concerned with how a story context is included in the game environment.…”
Section: In-game Contentsmentioning
confidence: 99%
“…Most of these articles studied motion-based controllers, including tangible controllers (e.g., Wiimote, PS Move, or steering wheel controllers) or whole-body controllers (e.g., Kinect sensor) (Berglund et al, 2017;Bozgeyikli et al, 2013;Kniestedt et al, 2018;Limperos et al, 2011;McGloin et al, 2011;Peña & Chen, 2017;Schmierbach, Limperos, et al, 2012;Shafer, 2021;Shafer et al, 2011Shafer et al, , 2014Skalski et al, 2011;Smeddinck et al, 2016;Tamborini et al, 2010;Williams, 2014). The other articles studied the effects of the level of responsiveness of the controls (Jörg et al, 2012;Normoyle & Jörg, 2018), controller physical realism (Wechselberger, 2016), left-handed controllers (Maubert Crotte et al, 2019), and use of a paper-based sketching interface (Macret et al, 2012). Six articles studied the effects of visual display type.…”
Section: Information Input/output Techniquesmentioning
confidence: 99%
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