Research

Aug­ment­ing Novice Gameplay

For my master’s the­sis research, I explored the effec­tive­ness of hap­tic feed­for­ward guid­ance for novice players.

With the expan­sion of the video game medium’s uses and audi­ence, new design chal­lenges come to light. I devel­oped a vibro­tac­tile wrist dis­play for novice play­ers designed to pro­vide vibro­tac­tile cues dur­ing nav­i­ga­tion tasks in a fast-paced, visual– and audio-intensive video game. I asked: Is hap­ti­cally aug­mented feed­for­ward an effec­tive style of guid­ance for novice play­ers learn­ing how to nav­i­gate a fast-paced, mul­ti­modal game environment?

As video games con­tinue to gain prece­dence out­side of the realm of enter­tain­ment, the poten­tial of the medium for new uses, con­texts and audi­ences expands. This raises the issue of how to design video games for an increas­ingly diverse set of play­ers. In par­tic­u­lar, novice play­ers face a num­ber of chal­lenges in mod­ern video game envi­ron­ments. Suc­cess­ful nav­i­ga­tion and game­play engage­ment are threat­ened by the learn­ing curves asso­ci­ated with the medi­umʼs increas­ing sophistication.

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In this the­sis, I designed a vibro­tac­tile wrist-worn dis­play that pro­vides feed­for­ward guid­ance for nav­i­gat­ing fast-paced, mul­ti­modal game envi­ron­ments. I con­ducted an exploratory exper­i­ment to eval­u­ate the effec­tive­ness of the pro­to­type in reduc­ing the learn­ing curve by improv­ing early per­for­mance and user expe­ri­ence of novice play­ers. The exper­i­men­tal find­ings show that feed­for­ward guid­ance rises ten­ta­tively to the fore; how­ever, the hap­tic con­di­tion was not as effec­tive as the visual con­di­tion. Latent fac­tors com­bined with dis­cor­dant per­for­mance scores, self-reports and qual­i­ta­tive feed­back sug­gest that more research needs to be con­ducted in order to con­clu­sively elu­ci­date the effec­tive­ness of hap­tic feed­for­ward guidance.

The vari­abil­ity of results paints a com­plex pic­ture of the over­all effec­tive­ness of feed­for­ward guid­ance. The mul­ti­fac­eted nature of the inde­pen­dent vari­able made it dif­fi­cult to tease out how dif­fer­ent con­di­tions affected the expe­ri­ence of novice play­ers engaged in the process of learn­ing how to nav­i­gate a fast-paced, mul­ti­modal game envi­ron­ment while con­tend­ing with game­play tasks. While novice play­ers pre­ferred feed­for­ward guid­ance, its effect on per­for­mance and user expe­ri­ence is less clear. Hap­ti­cally aug­mented feed­for­ward guid­ance was not found to be sig­nif­i­cantly effec­tive for per­for­mance; visu­ally aug­mented feed­for­ward guid­ance was found to be sig­nif­i­cantly effec­tive for per­for­mance via the mea­sure plac­ing, although this effect was lost when other fac­tors were considered.

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Even though par­tic­i­pants pre­ferred both forms of guid­ance, they desired to replay the game with­out guid­ance. These com­plex results offer an ini­tial under­stand­ing of the effec­tive­ness of feed­for­ward guid­ance, as well as an emerg­ing set of guide­lines for design­ers. These find­ings pave the way for a kalei­do­scope of future research.

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masters

Publications

Seaborn, K. (2011, August). A guiding hand: Augmenting novice gameplay with haptic feedforward guidance (M.Sc. Thesis). Simon Fraser University, Surrey, BC, Canada.
Seaborn, K., & Antle, A. N. (2011). Designing a wearable vibrotactile feedforward wrist display for novice gameplay. In Proceedings of the 10th International Conference on Entertainment Computing (Vol. 6972, pp. 379–382). Presented at the ICEC 2011, Vancouver, British Columbia, Canada: Springer. doi:10.1007/978-3-642-24500-8
Seaborn, K., & Antle, A. N. (2011). Gauntlet Guide: Designing a wearable vibrotactile feedforward display for novice gameplay. In Proceedings of GRAND Annual Conference 2011. Presented at the GRAND 2011, Vancouver, British Columbia, Canada. (Download)