Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
research-article

Investigating On-Screen Gamepad Designs for Smartphone-Controlled Video Games

Published: 21 October 2015 Publication History

Abstract

On-screen gamepads are increasingly used as controllers for video games on distant screens, yet lack the typical tactile feedback known from hardware controllers. We conducted a comparative lab study to investigate four smartphone gamepads inspired by traditional game controllers and mobile game controls (directional buttons, directional pad, floating joystick, tilt control). The study consisted of both completing a formal control test as well as controlling two popular video games of different genres (Pac-Man and Super Mario Bros.). The results indicate that the directional buttons require the most attention of the user, however, work precisely for direction-restricted navigational tasks. Directional pad and joystick showed a similar performance, yet they encourage drifting and unintended operations when the user is focused on the remote screen. While currently unfamiliar to many users, the floating joystick can reduce the glances at the device. Tilt turned out to be not sufficiently precise and quick for the investigated tasks. The article concludes with derived design guidelines with easily realizable measures for typical contexts such as casual gaming at home or spontaneous gaming on public displays.

Supplementary Material

baldauf (baldauf.zip)
Supplemental movie, appendix, image and software files for, Investigating On-Screen Gamepad Designs for Smartphone-Controlled Video Games

References

[1]
Matthias Baldauf and Peter Fröhlich. 2013. The augmented video wall: multi-user AR interaction with public displays. In Extended Abstracts on Human Factors in Computing Systems (CHI EA'13), ACM, New York, 3015--3018.
[2]
Matthias Baldauf, Peter Fröhlich, Jasmin Buchta, and Theresa Stürmer. 2013. From touchpad to smart lens: A comparative study on smartphone interaction with public displays. Int. J. Mobile HCI 5, 2, 1--20.
[3]
Rafael Ballagas, Jan Borchers, Michael Rohs, and Jennifer G. Sheridan. 2006. The smart phone: A ubiquitous input device. IEEE Pervasive Comput. 5, 1, 70--77.
[4]
Matthias Böhmer, Sven Gehring, Markus Löchtefeld, Morin Ostkamp, and Gernot Bauer. 2011. The mighty un-touchables: Creating playful engagement on media facades. In Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services (MobileHCI'11). ACM, New York, 605--610.
[5]
Sebastian Boring, Sven Gehring, Alexander Wiethoff, Anna Magdalena Blöckner, Johannes Schöning, and Andreas Butz. 2011. Multi-user interaction on media facades through live video on mobile devices. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI'11). ACM, New York, 2721--2724.
[6]
Sebastian Boring, Marko Jurmu, and Andreas Butz. 2009. Scroll, tilt or move it: Using mobile phones to continuously control pointers on large public displays. In Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7 (OZCHI'09). ACM, New York, 161--168.
[7]
Michael Brown, Aidan Kehoe, Jurek Kirakowski, and Ian Pitt. 2010. Beyond the gamepad: HCI and game controller design and evaluation. In Evaluating User Experience in Games, Regina Bernhaupt (Ed.), Springer, 209--219.
[8]
Kevin Browne and Christopher Anand. 2012. An empirical evaluation of user interfaces for a mobile video game. Entertain. Comput. 3, 1, 1--10.
[9]
Xiang Cao, Michael Massimi, and Ravin Balakrishnan. 2008. Flashlight Jigsaw: An Exploratory study of an ad-hoc multiplayer game on public displays. In Proceedings of the ACM Conference on Computer Supported Cooperative Work (CSCW'08). ACM, New York, 77--86.
[10]
Fadi Chehimi and Paul Coulton. 2008. Motion controlled mobile 3D multiplayer gaming. In Proceedings of the International Conference on Advances in Computer Entertainment Technology (ACE'08). ACM, New York, 267--270.
[11]
Kimberly Chu, TekYong Lim, CheeWeng Khong, and ChuiYin Wong. 2013. Soft key and hard key mobile input devices on player experience for mobile gaming. In Advances in Visual Informatics, Halimah Badioze Zaman, Peter Robinson, Patrick Olivier, Timothy K. Shih, and Sergio Velastin (Eds.), Lecture Notes in Computer Science, vol. 8237, Springer, 347--357. 32
[12]
Kimberly Chu and Chui Yin Wong. 2011. Mobile input devices for gaming experience. In Proceedings of the International Conference on User Science and Engineering. 83--88.
[13]
Sarah A. Douglas, Arthur E. Kirkpatrick, and I. Scott MacKenzie. 1999. Testing pointing device performance and user assessment with the ISO 9241, Part 9 Standard. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI'99). ACM, New York, 215--222.
[14]
Paul M. Fitts. 1954. The information capacity of the human motor system in controlling the amplitude of movement. J. Experimental Psych. 74, 381--391.
[15]
Paul Gilbertson, Paul Coulton, Fadi Chehimi, and Tamas Vajk. 2008. Using “tilt” as an interface to control “no-button” 3-D mobile games. Comput. Entertain. 6, 3, Article 38, 13 pages.
[16]
Wolfgang Hürst and Hector Cunat Nunez. 2013. Touch me, tilt me: Comparing Interaction modalities for navigation in 2D and 3D worlds on mobiles. In Advances in Computer Entertainment, Dennis Reidsma, Haruhiro Katayose, and Anton Nijholt (Eds.), Lecture Notes in Computer Science, vol. 8253, Springer International Publishing, 93--108.
[17]
Mark Joselli, J. R. da Silva, Marcelo Zamith, EstebanWalter Gonzalez Clua, M. Pelegrino, E. Mendonca, and E. Soluri. 2012. An architecture for game interaction using mobile. In Proceedings of the IEEE International Games Innovation Conference. 1--5.
[18]
Nicholas Katzakis and Masahiro Hori. 2010. Mobile devices as multi-DOF controllers. In Proceedings of the IEEE Symposium on 3D User Interfaces. 139--140.
[19]
Seungyon Lee and Shumin Zhai. 2009. The performance of touch screen soft buttons. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI'09). ACM, New York, 309--318.
[20]
Andreas Lorenz and Marc Jentsch. 2010. The ambient media player: A media application remotely operated by the use of mobile devices and gestures. In Proceedings of the 9th International Conference on Mobile and Ubiquitous Multimedia (MUM'10). ACM, New York, Article 15, 10 pages.
[21]
Kolja Lubitz and Markus Krause. 2012. Exploring User Input Metaphors for Jump and Run Games on Mobile Devices. In Proceedings of the Conference on Entertainment Computing, Marc Herrlich, Rainer Malaka, and Maic Masuch (Eds.). Lecture Notes in Computer Science, Vol. 7522, Springer, 473--475.
[22]
Petri Luojus, Jarkko Koskela, Kimmo Ollila, Saku-Matti Mäki, Raffi Kulpa-Bogossia, Tommi Heikkinen, and Timo Ojala. 2013. Wordster: Collaborative versus competitive gaming using interactive public displays and mobile phones. In Proceedings of the 2nd ACM International Symposium on Pervasive Displays (PerDis'13). ACM, New York, 109--114.
[23]
Stephania Medryk and I. Scott MacKenzie. 2013. A comparison of accelerometer and touch-based input for mobile gaming. In Proceedings of the International Conference on Multimedia and Human-Computer Interaction. 117.1--117.8.
[24]
Daniel Natapov, Steven J. Castellucci, and I. Scott MacKenzie. 2009. ISO 9241-9 evaluation of video game controllers. In Proceedings of Graphics Interface 2009 (GI'09). Canadian Information Processing Society, Toronto, ON, Canada, 223--230. http://dl.acm.org/citation.cfm?id=1555880.1555930
[25]
Masaki Oshita and Hirotaka Ishikawa. 2012. Gamepad vs. touchscreen: A comparison of action selection interfaces in computer games. In Proceedings of the Workshop at SIGGRAPH Asia (WASA'12). ACM, New York, 27--31.
[26]
Umar Rashid, Miguel A. Nacenta, and Aaron Quigley. 2012. The cost of display switching: A comparison of mobile, large display and hybrid ui configurations. In Proceedings of the International Working Conference on Advanced Visual Interfaces (AVI'12). ACM, New York, 99--106.
[27]
Jürgen Scheible and Timo Ojala. 2005. MobiLenin: Combining a multi-track music video, personal mobile phones and a public display into multi-user interactive entertainment. In Proceedings of the 13th Annual ACM International Conference on Multimedia (MULTIMEDIA'05). ACM, New York, 199--208.
[28]
Tams Vajk, Paul Coulton, William Bamford, and Reuben Edwards. 2008. Using a mobile phone as a “wii-like” controller for playing games on a large public display. Int. J. Computer Games Tech. http://dblp.uni-trier.de/db/journals/ijcgt/ijcgt2008.html#VajkCBE08.
[29]
Luis Valente, ClarisseSieckenius Souza, and Bruno Feij. 2009. Turn off the graphics: designing non-visual interfaces for mobile phone games. J. Braz. Comput. Soc. 15, 1, 45--58.
[30]
Chui Yin Wong, Kimberly Chu, Chee Weng Khong, and Tek Yong Lim. 2010. Evaluating playability on haptic user interface for mobile gaming. In Proceedings of the International Symposium on Information Technology, Vol. 3, 1093--1098.
[31]
Loutfouz Zaman and I. Scott MacKenzie. 2013. Evaluation of nano-stick, foam buttons, and other input methods for gameplay on touchscreen phones. In Proceedings of the International Conference on Multimedia and Human-Computer Interaction. 69.1--69.8.
[32]
Loutfouz Zaman, Daniel Natapov, and Robert J. Teather. 2010. Touchscreens vs. traditional controllers in handheld gaming. In Proceedings of the International Academic Conference on the Future of Game Design and Technology (Futureplay'10). ACM, New York, 183--190.

Cited By

View all
  • (2024)Big Movements or Small Motions: Controlling Digital Avatars with Single-Camera Motion CaptureDesign, User Experience, and Usability10.1007/978-3-031-61356-2_9(130-148)Online publication date: 2-Jun-2024
  • (2023)Virtual Joystick Control Sensitivity and Usage Patterns in a Large-Scale Touchscreen-Based Mobile Game StudyProceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3623264.3624461(1-6)Online publication date: 15-Nov-2023
  • (2022)Evaluating the Feasibility of Fast Game Development Using Open Source Tools and AI AlgorithmsNovel & Intelligent Digital Systems: Proceedings of the 2nd International Conference (NiDS 2022)10.1007/978-3-031-17601-2_13(124-133)Online publication date: 23-Sep-2022
  • Show More Cited By

Index Terms

  1. Investigating On-Screen Gamepad Designs for Smartphone-Controlled Video Games

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Transactions on Multimedia Computing, Communications, and Applications
    ACM Transactions on Multimedia Computing, Communications, and Applications  Volume 12, Issue 1s
    Special Issue on Smartphone-Based Interactive Technologies, Systems, and Applications and Special Issue on Extended Best Papers from ACM Multimedia 2014
    October 2015
    317 pages
    ISSN:1551-6857
    EISSN:1551-6865
    DOI:10.1145/2837676
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 21 October 2015
    Accepted: 01 July 2015
    Revised: 01 April 2015
    Received: 01 January 2015
    Published in TOMM Volume 12, Issue 1s

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Touchscreen
    2. game controller
    3. gamepad
    4. smartphone

    Qualifiers

    • Research-article
    • Research
    • Refereed

    Funding Sources

    • FFG
    • netidee initiative of the Internet Foundation Austria (IPA)
    • COMET by BMVIT
    • City of Vienna
    • FTW Forschungszentrum TelekommunikationWien GmbH
    • BMWA

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)106
    • Downloads (Last 6 weeks)6
    Reflects downloads up to 08 Feb 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Big Movements or Small Motions: Controlling Digital Avatars with Single-Camera Motion CaptureDesign, User Experience, and Usability10.1007/978-3-031-61356-2_9(130-148)Online publication date: 2-Jun-2024
    • (2023)Virtual Joystick Control Sensitivity and Usage Patterns in a Large-Scale Touchscreen-Based Mobile Game StudyProceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3623264.3624461(1-6)Online publication date: 15-Nov-2023
    • (2022)Evaluating the Feasibility of Fast Game Development Using Open Source Tools and AI AlgorithmsNovel & Intelligent Digital Systems: Proceedings of the 2nd International Conference (NiDS 2022)10.1007/978-3-031-17601-2_13(124-133)Online publication date: 23-Sep-2022
    • (2022)Guidance is Good: Controlled Experiment Shows the Impact of Navigational Guidance on Digital Game Enjoyment and FlowHCI in Games10.1007/978-3-031-05637-6_7(101-118)Online publication date: 26-Jun-2022
    • (2022)Toward the Design of a Gamification Framework for Enhancing Motivation Among Journalists, Experts, and the Public to Combat Disinformation: The Case of CALYPSO PlatformHCI in Games10.1007/978-3-031-05637-6_35(542-554)Online publication date: 26-Jun-2022
    • (2022)First Person vs. Third Person Perspective in a Persuasive Virtual Reality Game: How Does Perspective Affect Empathy Orientation?HCI in Games10.1007/978-3-031-05637-6_23(375-386)Online publication date: 26-Jun-2022
    • (2022)Design Implications for a Gamified Recycling HouseHCI in Games10.1007/978-3-031-05637-6_18(289-305)Online publication date: 26-Jun-2022
    • (2022)Practical Considerations on Applications of the Popularity of Games: The Case of Location-Based Games and DisasterHCI in Games10.1007/978-3-031-05637-6_13(213-233)Online publication date: 26-Jun-2022
    • (2022)Movement Control Methods for Mobile Devices: An Empirical Study of Displacement InterfacesHCI in Games10.1007/978-3-031-05637-6_1(3-21)Online publication date: 26-Jun-2022
    • (2021)Understanding Players’ Interaction Patterns with Mobile Game App UI via VisualizationsProceedings of the Ninth International Symposium of Chinese CHI10.1145/3490355.3490357(9-21)Online publication date: 16-Oct-2021
    • Show More Cited By

    View Options

    Login options

    Full Access

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media