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The Media Industries: Segments, Structures, and Similarities
Published in Joan Van Tassel, Lisa Poe-Howfield, Managing Electronic Media, 2012
Joan Van Tassel, Lisa Poe-Howfield
Videogames are popular. In 2003, the industry surpassed the motion picture industry in revenue. The market for videogames includes consumer spending on the games themselves, rather than the hardware platform on which to play them. (The game platforms - computers, consoles, and handhelds - are all part of the consumer electronics industry, not the media industries.) Games are purchased individually or by subscription, as retail boxed games or down-loaded digital products. The types of games are console games, personal com-puter games, online games, streamed on-demand games, and wireless mobile games. In the United States, advertising spending for messages within games is included as well.
Initial validation of the GUESS-18 for usability in virtual reality gaming environments: a pilot study
Published in Theoretical Issues in Ergonomics Science, 2023
William Carman, Laura Ikuma, Isabelina Nahmens, Roberto Champney
In April of 2022, an article was published that addressed the effects of mixed reality on video game satisfaction using the GUESS-18 and ENJOY for the popular mobile game Angry Birds (Sinlapanuntakul, Derby, and Chaparro 2022). They implemented a strategy game in mixed reality and on a mobile device that used survey responses to measure satisfaction, enjoyment, and performance when using a mixed reality medium. They found a significant difference in each of these measures, with satisfaction and enjoyment being higher in mixed reality than on a mobile device. However, user performance was higher in the mobile condition than the mixed reality condition. This study found no significant difference in SSQ scores after using the mixed reality configuration. While mixed reality and VR differ in their own ways, they both implement technology that enhances displays for humans. This mixed reality study observes similar findings to our work, where satisfaction and personal gratification are higher in their respective alternative reality conditions. The performance decrease in the mixed reality study is a product of the users’ level of comfort with the gaming medium. Since most participants of the study were more familiar with the game on mobile, it is understandable that their performance was better on mobile, where they had more experience with the game. The difference in SSQ scores could be an indicator that current technology in mixed reality leads to less motion sickness than modern VR systems.
User-Defined Gestures for Dual-Screen Mobile Interaction
Published in International Journal of Human–Computer Interaction, 2020
By choosing the recently popular mobile game —Playerunknown’s Battlegrounds as an application case, we explored user-defined two-handed gestures for complex concurrent game tasks on a dual-screen mobile device. In total, 111 participants were recruited for the study. Although none of them had any experience using gestures on dual-screen mobile devices, they showed a considerable amount of similar legacy-inspired gestures such as sliding and clicking, resulting in high agreement in elicitation studies. Based on the results of the user elicitation study, we defined parameters that have to be considered in the design space to develop gesture interaction techniques for mobile devices. Then, we derived a set of user-defined gestures that are easily guessable and learnable as well as simple to perform. The subsequent benchmark test further validated the usability and social acceptance of the user-defined gesture set. We also developed several design guidelines for dual-screen mobile devices. Our research will provide a valuable reference for all touch-based interface design studies.
The Reciprocal Influences among Motivation, Personality Traits, and Game Habits for Playing Pokémon GO
Published in International Journal of Human–Computer Interaction, 2019
Barbara Caci, Fabrizio Scrima, Marco Elio Tabacchi, Maurizio Cardaci
Recently, we assist to an over incoming diffusion of augmented reality (AR) apps for mobile devices that, integrating realistically digital information in the physical world (Javomik, 2016), became pervasive technologies for different kinds of people (Rauschnabel, Brem, & Ivens, 2015). Recent studies in this framework have focused on Pokemon GO apps, a multiplayer location-based AR mobile game that brings fictional creatures known as Pokémon into the real world via smartphone technology (Niantic Inc., USA). Scholars have analyzed gamers’ attitudinal and intentional reactions (Rauschnabel, Rossmann, & Tom Dieck, 2017), mobility, consumption, and its effects on users’ well-being (Zach & Tussyadiah, 2017), and gamers’ motivational factors (e.g. Kaczmarek, Misiak, Behnke, Dziekan, & Guzik, 2017; Rauschnabel et al., 2017; Yang & Liu, 2017; Zsila, Orosz, & BőThe et al., 2017). Fewer studies have focused on gamers’ personality traits that predict both Pokèmon GO early adoption (Tabacchi, Caci, Cardaci, & Perticone, 2017) and gamers’ behaviors during game sessions (e.g. Khalis & Mikami, 2018). In the psychological literature, there is substantial evidence that personality has an impact on motivational constructs, which in turn relate to performance (e.g. Barrick, Mount, & Strauss, 1993; Gellatly, 1996; Bandura, 1986; see Gist & Mitchell, 1992; for a review). Individuals are motivated to start actions when they see many benefits of a particular behavior (Ajzen, 2011; Mendes & Park, 2014). Hence, the present article is aimed at analyzing individual differences in personality and motivational factors that influence Pokèmon GO consuming and adoption on the population of Italian gamers.