DocumentCode :
3726743
Title :
Evaluating the effectiveness of HUDs and diegetic ammo displays in first-person shooter games
Author :
Margaree Peacocke;Robert J. Teather;Jacques Carette;I. Scott MacKenzie
Author_Institution :
Dept. of Computing & Software, McMaster University, Hamilton, ON, Canada
fYear :
2015
Firstpage :
1
Lastpage :
8
Abstract :
We present an experiment comparing five ammunition display methods in first-person shooter (FPS) games. These included both diegetic (in-game) and heads-up display (HUD) options. HUD displays included a bar, icons, and a counter. Diegetic displays were displayed in-game beside the player´s weapon. Two diegetic displays were evaluated: a number and bullets. We compared the performance offered by each ammunition display and player preference towards each. Results indicate that the diegetic "number-in-game" display performed best both in terms of reload time and shots taken between running out of ammunition and reloading. Participants fired an average of 35% fewer shots after running out of ammo with the number-in-game display than with the worst performing display, icons-on-HUD. Reload time was also 26% faster with the number-in-game display than with icons-on-HUD. The number-in-game display was preferred by 70% of participants.
Keywords :
"Games","Data visualization","Weapons","Navigation","Three-dimensional displays","Bars","Augmented reality"
Publisher :
ieee
Conference_Titel :
Games Entertainment Media Conference (GEM), 2015 IEEE
Type :
conf
DOI :
10.1109/GEM.2015.7377211
Filename :
7377211
Link To Document :
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