Abstract
Have you ever watched an inexperienced video game player pick up a controller and start playing a game? Often the player bumbles around trying to figure out which button makes the onscreen character jump, run, turn left, or perform other actions. Some games are different though, they have control schemes that are more real-world based. Examples include Nintendo® WiiTM Tennis where you swing the Wii remote like a tennis racket and Activision's Guitar Hero® where you can play with a guitar-shaped controller. Do inexperienced players perform better when using real-world-based control schemes rather than abstract control schemes? Find out with this out-of-control science fair project!Objective
Determine if inexperienced video game players perform better with abstract control schemes or controls built using natural mapping.Introduction
Have you ever noticed that it can be really easy to learn how to play some video games, while it can take a long time before you learn which button does what on other video games? It is the job of video game designers to decide which buttons perform which actions in a video game. This set of decisions is called the game's control scheme.
Video game designers try to make the control schemes as fun and easy to learn as possible, but it can be challenging, especially when there are a lot of different actions the player can perform. Sometimes the control schemes seem abstract and random to the user. Other control schemes are familiar to experienced players, because they are industry standards. For example, for most modern games, the left control stick (or cross pad) on the controller is used to move the character, while the right control stick is more often used for changing the camera angle. Still other control schemes seem easy to learn because they are based on familiar real-world actions. For example, in Wii Tennis the player swings the Wii remote, using the same motion as he or she would swing an actual tennis racket. This real-world-mimicking type of control scheme takes advantage of natural mapping. The goal of natural mapping is to make control schemes feel so natural that the user instinctively uses the correct controls without having to rely on remembering which button does what.
Sometimes, natural mapping is possible using the existing controller. This is the case for Wii Tennis. In other cases, the existing controller isn't a very good representation for the actions that the game designers want you to perform. For example, in the video game Guitar Hero, the goal is to play music like a rock star, but the standard console controllers aren't at all guitar-like, so it is difficult to use natural mapping to build a control scheme which mimics the actions of a real guitar player. To solve this problem, video game makers sometimes use peripherals. A peripheral is a piece of hardware that gets plugged into a computer or game console to expand the available actions. A printer is a common example of a computer peripheral. In the case of Guitar Hero, the game can be (and is most often) played with a guitar-shaped peripheral. Other examples of video game peripherals include joysticks, the instruments for the game Rock Band, and the Wii steering wheel, just to name a few.
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| Figure 1. This guitar peripheral comes bundled with the Xbox 360 version of Guitar Hero III and allows the player to use a natural-mapping control scheme to compete for rock star bragging rights. (Chipotlehero, 2007.) |
In theory, natural mapping should make learning to play a game easier. But does the theory actually translate into higher game scores? You can find out by testing some inexperienced game players in this science fair project. You'll need to find a video game that can be played using both a natural-mapping control scheme and a more abstract control scheme. For example, Guitar Hero can be played with the guitar peripheral (this would be the natural-mapping control scheme) or with a regular controller (this would be the abstract control scheme). Then you'll have your inexperienced video game players play the game first using one, then the other control scheme, and compare how well they score with each control scheme. It is important to use inexperienced players for this experiment because the abstract control scheme may use some industry standards, which would be familiar to experienced players. And if the player was already familiar with the controls, you wouldn't actually be measuring how easy it is to learn the control scheme. So have fun introducing your friends and family to video games!
Terms, Concepts and Questions to Start Background Research
Bibliography
The following websites have more information about natural mapping, and the challenges involved in designing video game control schemes.
For help creating graphs, try this website:
Materials and Equipment
Experimental Procedure
To do this science fair project, you will first need to choose a video or computer game that can be played with both a control scheme based on natural mapping and a control scheme that is more abstract.
| Volunteer | Control Scheme Used First | Level One |
Level Two |
Level Three |
|||
| Natural Control Scheme Score | Abstract Control Scheme Score | Natural Control Scheme Score | Abstract Control Scheme Score | Natural Control Scheme Score | Abstract Control Scheme Score | ||
| 1 | Natural | ||||||
| 2 | Natural | ||||||
| 3 | Natural | ||||||
| 4 | Abstract | ||||||
| 5 | Abstract | ||||||
| 6 | Abstract | ||||||
| Volunteer | Control Scheme Used 1st | Difference In Scores for Level One |
Difference in Scores for Level Two |
Difference in Scores for Level Three |
Average Difference in Scores |
| 1 | Natural | ||||
| 2 | Natural | ||||
| 3 | Natural | ||||
| 4 | Abstract | ||||
| 5 | Abstract | ||||
| 6 | Abstract |
| Average Differences in Scores = | (Difference in Scores for Level One) + (Difference in Scores for Level Two) + (Difference in Scores for Level Three) 3 |
Variations
Credits
Sandra Slutz, PhD, Science Buddies
Last edit date: 2008-10-31 09:44:00
If you like this project, you might enjoy exploring careers in Video & Computer Games.
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Multimedia Artist or Animator If you've ever watched a cartoon, played a video game, or seen an animated movie, you've seen the work of multimedia artists and animators. People in these careers use computers to create the series of pictures that form the animated images or special effects seen in movies, television programs, and computer games. |
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