The research presented in this chapter focuses on the study of the advantages and disadvantages of tangible interfaces applied to video games as compared to graphical interfaces. Our work starts from the assumptionthat Tangible Interaction (TI) can improve the game immersion, exploiting natural affordances of physical objects and lessening the cognitive effort needed to manipulate graphical interfaces. To validate this hypothesis, the chapter describes the implementation and evaluation of the Radiant2, a tangible interface to a digital game. The Radiant2is an augmented game board: the user interacts with a computer screen by placing tangible blocks on the board and manipulating them. To study how specific interactive features of TI may influence the game experience, we conducted a comparative evaluation of the Radiant2with its digital version implemented on a tablet(N = 29).The experience of the users has been assessed through the Game Experience Questionnaire (IJsselsteijn, Poels, and De Kort 2008), semi-structured interviewsand direct observation. Results suggestedthat TI provides a higher level of sensory and imaginative immersion, competence, positive affect and experience. On the other hand, there was no significant impact on flow, challenge, negative affect and tiredness. These results support the potential of TI for video games design and suggest new design trajectories for the field.

Tangible and Graphical Game Interfaces: An Experimental Comparison

Menestrina, Zeno;Conci, Andrea;Siesser, Adriano;Masu, Raul Giancarlo Maria;Bianchi, Michele;De Angeli, Antonella
2016-01-01

Abstract

The research presented in this chapter focuses on the study of the advantages and disadvantages of tangible interfaces applied to video games as compared to graphical interfaces. Our work starts from the assumptionthat Tangible Interaction (TI) can improve the game immersion, exploiting natural affordances of physical objects and lessening the cognitive effort needed to manipulate graphical interfaces. To validate this hypothesis, the chapter describes the implementation and evaluation of the Radiant2, a tangible interface to a digital game. The Radiant2is an augmented game board: the user interacts with a computer screen by placing tangible blocks on the board and manipulating them. To study how specific interactive features of TI may influence the game experience, we conducted a comparative evaluation of the Radiant2with its digital version implemented on a tablet(N = 29).The experience of the users has been assessed through the Game Experience Questionnaire (IJsselsteijn, Poels, and De Kort 2008), semi-structured interviewsand direct observation. Results suggestedthat TI provides a higher level of sensory and imaginative immersion, competence, positive affect and experience. On the other hand, there was no significant impact on flow, challenge, negative affect and tiredness. These results support the potential of TI for video games design and suggest new design trajectories for the field.
2016
Games User Research: A Case Study Approach
United States of America
CRC Press
9781498706407
Menestrina, Zeno; Conci, Andrea; Siesser, Adriano; Masu, Raul Giancarlo Maria; Bianchi, Michele; De Angeli, Antonella
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11572/169518
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