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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

Conference or workshop item

Halbhuber, David , Thomaschke, Roland, Henze, Niels , Wolff, Christian , Probst, Kilian and 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.


Abstract

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.



Involved Institutions


Details

Item typeConference or workshop item (UNSPECIFIED)
ISBN979-8-4007-0921-0
Title of BookProceedings of the International Conference on Mobile and Ubiquitous Multimedia (MUM ’23)
PublisherAssociation for Computing Machinery
Open Access TypeAssoc. of Comp. Machinery (ACM)
Place of PublicationNew York, United States
Page Rangepp. 386-397
Date2023
Date of publication25 Jan 2024 09:18
InstitutionsLanguages and Literatures > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff)
Informatics and Data Science > Department Human-Centered Computing > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff)

Languages and Literatures > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Professur für Medieninformatik (Prof. Dr. Niels Henze)
Informatics and Data Science > Department Human-Centered Computing > Professur für Medieninformatik (Prof. Dr. Niels Henze)

Informatics and Data Science > Department Human-Centered Computing > Lehrstuhl für Mensch-Maschine-Interaktion (Prof. Dr. Johanna Bogon)
Identification Number
ValueType
10.1145/3626705.3627970DOI
Keywordsvideo games, time and timing in video games, time perception in video games, time-based event expectancy
Dewey Decimal Classification000 Computer science, information & general works > 004 Computer science
StatusPublished
RefereedYes, this version has been refereed
Created at the University of RegensburgPartially
URN of the UB Regensburgurn:nbn:de:bvb:355-epub-554281
Item ID55428

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