Direkt zum Inhalt

Halbhuber, David ; Schwind, Valentin ; Henze, Niels

Don't Break my Flow: Effects of Switching Latency in Shooting Video Games

Halbhuber, David, Schwind, Valentin und Henze, Niels (2022) Don't Break my Flow: Effects of Switching Latency in Shooting Video Games. Proceedings of the ACM on Human-Computer Interaction 6 (CHI PL), Art. no. 229.

Veröffentlichungsdatum dieses Volltextes: 15 Feb 2023 08:35
Artikel
DOI zum Zitieren dieses Dokuments: 10.5283/epub.53769


Zusammenfassung

Latency is inherently part of every interactive computing system and particularly important for video games. Previous work shows that constant latency above 25 ms reduces game experience and player performance. However, latency in the wild varies and is never constant due to multiple factors, such as updates in routing tables, users changing their location, or the system's workload. It is unclear ...

Latency is inherently part of every interactive computing system and particularly important for video games. Previous work shows that constant latency above 25 ms reduces game experience and player performance. However, latency in the wild varies and is never constant due to multiple factors, such as updates in routing tables, users changing their location, or the system's workload. It is unclear if switching latency impairs the gaming experience stronger than a constant high latency. To elucidate, we conducted an experiment with 264 participants playing a shooting video game induced with 0 ms, 33 ms, and 66 ms controlled latency. While playing, the game switched between different latency levels based on three frequencies. Our analysis shows that switching latency significantly impaired the participants' flow. Additionally, we found effects on the perceived tension, the experienced challenge, and the players' performance. We conclude that games should prioritize constant latency, even if that entails artificially adding latency.



Beteiligte Einrichtungen


Details

DokumentenartArtikel
Titel eines Journals oder einer ZeitschriftProceedings of the ACM on Human-Computer Interaction
Verlag:Association for Computing Machinery
Band:6
Nummer des Zeitschriftenheftes oder des Kapitels:CHI PL
Seitenbereich:Art. no. 229
DatumOktober 2022
InstitutionenSprach- und Literatur- und Kulturwissenschaften > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Professur für Medieninformatik (Prof. Dr. Niels Henze)
Informatik und Data Science > Fachbereich Menschzentrierte Informatik > Professur für Medieninformatik (Prof. Dr. Niels Henze)
Identifikationsnummer
WertTyp
10.1145/3549492DOI
Stichwörter / Keywordsvideo games, latency, switching latency
Dewey-Dezimal-Klassifikation000 Informatik, Informationswissenschaft, allgemeine Werke > 004 Informatik
StatusVeröffentlicht
BegutachtetJa, diese Version wurde begutachtet
An der Universität Regensburg entstandenZum Teil
URN der UB Regensburgurn:nbn:de:bvb:355-epub-537697
Dokumenten-ID53769

Bibliographische Daten exportieren

Nur für Besitzer und Autoren: Kontrollseite des Eintrags

nach oben