A Comparative analysis of the relationship between gaming controllers and game mechanics
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In this thesis I have presented the issue of not exploiting the possibilities different technologies offer us in video games. The research questions were how can input-technologies affect the enjoyment of video games?", do different input-technologies work better for different types of game mechanics?" and how can game developers best utilize input-technologies in video games?" In order to answer this I have conducted two case studies using case study research; a multiple-case study and a single-case study. Using a theoretical framework consisting of theories from HCI and game studies, I analyzed four video games in the multiple-case study and used the findings to propose a conceptual model called TechMech. The model was then used in the development of a prototype game, where the development process was used in a single-case study. While I have not found any definitive answers as to how developers can best utilize different input-technologies in their games, my findings suggest that games that support a high degree of p-actions, natural mapping and GameFlow elements were more enjoyable, while games that had a lower degree of p-actions and natural mapping, and which did not follow the criteria for GameFlow were less enjoyable. I present a conceptual model and some practices that I believe can be helpful for developers and researchers in the field. However further research is required; both on the topic in general, and in order to validate the TechMech model.
PublisherThe University of Bergen
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