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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.
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| Dokumentenart | Artikel | ||||
| Titel eines Journals oder einer Zeitschrift | Proceedings 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 | ||||
| Datum | Oktober 2022 | ||||
| Institutionen | Sprach- 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 |
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| Stichwörter / Keywords | video games, latency, switching latency | ||||
| Dewey-Dezimal-Klassifikation | 000 Informatik, Informationswissenschaft, allgemeine Werke > 004 Informatik | ||||
| Status | Veröffentlicht | ||||
| Begutachtet | Ja, diese Version wurde begutachtet | ||||
| An der Universität Regensburg entstanden | Zum Teil | ||||
| URN der UB Regensburg | urn:nbn:de:bvb:355-epub-537697 | ||||
| Dokumenten-ID | 53769 |
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