Difference between revisions of "The Future of Interactivity in Console Gaming"
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= The Future of Interactivity in Console Gaming = | = The Future of Interactivity in Console Gaming = | ||
[[User:acheun3 | Anders Cheung]] [mailto:acheun3@learn.senecac.on.ca?subject=bth740_research email] | [[User:acheun3 | Anders Cheung]] [mailto:acheun3@learn.senecac.on.ca?subject=bth740_research email] | ||
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= Thesis Statement = | = Thesis Statement = | ||
==== Thesis ==== | ==== Thesis ==== | ||
− | Interaction between player and console games has recently evolved from using physical controllers to using natural interfaces. To what extent has this evolution improved interactivity and what does this change imply for the future of console gaming? | + | Interaction between player and console games has recently evolved from using physical controllers to using natural user interfaces. To what extent has this evolution improved interactivity and what does this change imply for the future of console gaming? |
==== Keywords ==== | ==== Keywords ==== | ||
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The Video Game Console Library, "History of the Game Controller", 2008, http://www.videogameconsolelibrary.com/art-controller.htm | The Video Game Console Library, "History of the Game Controller", 2008, http://www.videogameconsolelibrary.com/art-controller.htm | ||
+ | |||
+ | B. Sinclair, "Kinect has problems recognizing dark-skinned users?", 2010, http://www.gamespot.com/news/6283514.html | ||
+ | |||
+ | K. Allen, "Xbox 360 Kinect Interview", 2010, http://www.incgamers.com/Interviews/297/xbox-360-kinect-interview | ||
= Research Notes = | = Research Notes = | ||
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Bally Astrocade | Bally Astrocade | ||
− | === 80's 90's Controllers === | + | === 80's & 90's Controllers === |
Nintendo D-pad + Joypads | Nintendo D-pad + Joypads | ||
Line 62: | Line 64: | ||
Nintendo Gamecube | Nintendo Gamecube | ||
− | === Wireless | + | === Wireless Gameplay === |
− | |||
− | + | Sony EyeToy | |
Microsoft Xbox 360 | Microsoft Xbox 360 | ||
Line 73: | Line 74: | ||
Nintendo Wiimote + Nunchuk | Nintendo Wiimote + Nunchuk | ||
− | |||
Microsoft Kinect | Microsoft Kinect | ||
Sony Playstation Move | Sony Playstation Move | ||
− | == Big players in the gaming industry | + | = Recorded Details = |
− | Atari | + | |
+ | == The History of Console Gaming == | ||
+ | |||
+ | '''Big players in the gaming industry''' | ||
+ | |||
+ | - Atari | ||
− | Nintendo + Sega | + | - Nintendo + Sega |
− | Sony + Microsoft | + | - Sony + Microsoft |
== Discuss == | == Discuss == | ||
+ | |||
1. The evolution of interaction for each company using specific console systems and showing how they’ve changed over the years to improve interactivity. | 1. The evolution of interaction for each company using specific console systems and showing how they’ve changed over the years to improve interactivity. | ||
− | 2. The | + | 2. The features improving health and safety for video games. |
+ | |||
+ | == The Video Game Console Library == | ||
+ | |||
+ | "The pad allowed for 8 directional movements, and featured 2 action buttons. Two smaller buttons were incorporated to start, pause, and select game play options. The pads were designed to be small enough to easily fit in a child's hands." | ||
+ | |||
+ | |||
+ | == Issues == | ||
+ | |||
+ | "While testing out the Kinect, two dark-skinned GameSpot employees experienced problems with the system's facial recognition abilities. The system recognized one employee inconsistently, while it was never able to properly identify the other despite repeated calibration attempts." B Sinclair, 2010 |
Latest revision as of 03:09, 2 December 2010
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Contents
The Future of Interactivity in Console Gaming
Thesis Statement
Thesis
Interaction between player and console games has recently evolved from using physical controllers to using natural user interfaces. To what extent has this evolution improved interactivity and what does this change imply for the future of console gaming?
Keywords
games, theory, user experience, video-games, affective computing, applications, design, emotion recognition, emotions, human-computer interaction, sensing, theories
Bibliography
E.H.C.Gamez, P.Cairns, A.L.Cox, "From the gaming experience to the wider user experience", 2009 http://portal.acm.org/citation.cfm?id=1671011.1671078&coll=ACM&dl=ACM&CFID=109455192&CFTOKEN=35336188
C.Peter, E.Crane, M.Fabri, H.Agius, L.Axelrod, "Emotion in HCI: designing for people”, 2008 http://portal.acm.org/citation.cfm?id=1531826.1531883&coll=ACM&dl=ACM&CFID=109455192&CFTOKEN=35336188
J.Canny, “The Future of Human-Computer Interaction”, 2006 http://portal.acm.org/citation.cfm?id=1147530
F. Kaplan, "Are gesture-based interfaces the future of human computer interaction?", 2009 http://portal.acm.org/citation.cfm?id=1647314.1647365&coll=GUIDE&dl=ACM&CFID=106466583&CFTOKEN=60736137
IO2Technology, heliodisplay, http://www.io2technology.com/salesinquiry.php
The Video Game Console Library, "History of the Game Controller", 2008, http://www.videogameconsolelibrary.com/art-controller.htm
B. Sinclair, "Kinect has problems recognizing dark-skinned users?", 2010, http://www.gamespot.com/news/6283514.html
K. Allen, "Xbox 360 Kinect Interview", 2010, http://www.incgamers.com/Interviews/297/xbox-360-kinect-interview
Research Notes
History
Early Controllers
Atari 2600 Joysticks
Bally Astrocade
80's & 90's Controllers
Nintendo D-pad + Joypads
Sega Genesis + Saturn
Sony Playstation
Nintendo N64
Sony Dual Shock
2000 Controllers
Sega Dreamcast
Sony Playstation 2
Microsoft Xbox
Nintendo Gamecube
Wireless Gameplay
Sony EyeToy
Microsoft Xbox 360
Sony Playstation 3
Nintendo Wiimote + Nunchuk
Microsoft Kinect
Sony Playstation Move
Recorded Details
The History of Console Gaming
Big players in the gaming industry
- Atari
- Nintendo + Sega
- Sony + Microsoft
Discuss
1. The evolution of interaction for each company using specific console systems and showing how they’ve changed over the years to improve interactivity.
2. The features improving health and safety for video games.
The Video Game Console Library
"The pad allowed for 8 directional movements, and featured 2 action buttons. Two smaller buttons were incorporated to start, pause, and select game play options. The pads were designed to be small enough to easily fit in a child's hands."
Issues
"While testing out the Kinect, two dark-skinned GameSpot employees experienced problems with the system's facial recognition abilities. The system recognized one employee inconsistently, while it was never able to properly identify the other despite repeated calibration attempts." B Sinclair, 2010