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Halbhuber, David ; Thomaschke, Roland ; Henze, Niels ; Wolff, Christian ; Probst, Kilian ; Bogon, Johanna

Play with my Expectations: Players Implicitly Anticipate Game Events Based on In-Game Time-Event Correlations

Halbhuber, David , Thomaschke, Roland, Henze, Niels , Wolff, Christian , Probst, Kilian und Bogon, Johanna (2023) Play with my Expectations: Players Implicitly Anticipate Game Events Based on In-Game Time-Event Correlations. In: MUM '23: International Conference on Mobile and Ubiquitous Multimedia, December 3 - 6, 2023, Vienna, Austria.

Veröffentlichungsdatum dieses Volltextes: 25 Jan 2024 09:18
Konferenz- oder Workshop-Beitrag


Zusammenfassung

Temporal regularities and the timing of events and actions such as anticipating enemy movements or planning one’s next move are essential components of almost every video game. Thus, to succeed in video games, it is advantageous to anticipate events and prepare relevant actions before they occur. This work explores whether elapsed time can be used as a predictive cue for implicitly anticipating ...

Temporal regularities and the timing of events and actions such as anticipating enemy movements or planning one’s next move are essential components of almost every video game. Thus, to succeed in video games, it is advantageous to anticipate events and prepare relevant actions before they occur. This work explores whether elapsed time can be used as a predictive cue for implicitly anticipating events in video games. Inspired by findings from psychology, we implemented multiple time-event correlations in a custom video game by pairing specific delays with specific game events. Participants had to shoot targets that appeared at different locations. After a certain delay (e.g., 0.8 s), the targets appeared more frequently (80 % of all appearances) at a specific location (e.g., left up). Our analysis of 25 participants provides evidence that players implicitly learned the implemented time-event correlations and used them to anticipate the location of upcoming targets. This led to improved game performance. Although no participant realised the implemented temporal regularities, targets were shot faster when preceded by the frequently paired delay. Our findings pave the way for game developers and researchers alike to more creatively combine human temporal processing with temporal aspects of video games.



Beteiligte Einrichtungen


Details

DokumentenartKonferenz- oder Workshop-Beitrag (Nicht ausgewählt)
ISBN979-8-4007-0921-0
Buchtitel:Proceedings of the International Conference on Mobile and Ubiquitous Multimedia (MUM ’23)
Verlag:Association for Computing Machinery
Ort der Veröffentlichung:New York, United States
Seitenbereich:S. 386-397
Datum2023
InstitutionenSprach- und Literatur- und Kulturwissenschaften > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff)
Informatik und Data Science > Fachbereich Menschzentrierte Informatik > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff)

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)

Informatik und Data Science > Fachbereich Menschzentrierte Informatik > Lehrstuhl für Mensch-Maschine-Interaktion (Prof. Dr. Johanna Bogon)
Identifikationsnummer
WertTyp
10.1145/3626705.3627970DOI
Stichwörter / Keywordsvideo games, time and timing in video games, time perception in video games, time-based event expectancy
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-554281
Dokumenten-ID55428

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