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The Effect of Authentic Input Devices on Computer Game Immersion

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Computer Games and New Media Cultures

Abstract

A key question in the field of computer game studies is the user experience during the gameplay. One of the main factors influencing this experience is the control mechanism that players use to interact with the game system. With the launch of the Wii Console in 2006, Nintendo introduced an innovative concept of controlling computer games that allows users to manipulate and to interact with game elements on the screen by moving and pointing the input device. The usage of game controllers with a high degree of perceptual closeness should influence the gaming experience in such a manner that the degree of immersion is higher compared to the usage of a regular gamepad which eventually leads to a higher entertainment value. We conducted a study to examine the influence of the input device players use to control a game on the immersion and perceived entertainment value. The results of the study show, in accordance with our assumptions, that a more authentic input device results in a higher degree of immersion and entertainment value.

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Notes

  1. 1.

    Computer games and video games are used synonymously in this chapter since the differences between the two terms are merely technical in nature. However, the term “computer games” better emphasizes the use of computer based hardware, whereas “video games” refers to the visual presentation on a video monitor.

  2. 2.

    Basically, the Wii-Controllers use a built-in accelerometer and optical sensor technology; for details, see Witzmann (2007).

  3. 3.

    There are lots of expansions and accessories that can be attached to the default controller to give the gaming experience an even more realistic touch. Available expansions and accessories include golf clubs, tennis racquets, guns, and swords.

  4. 4.

    Effectance means the perceived influence on the game world.

  5. 5.

    For a comprehensive discussion of the term immersion and its various types, see Pietschmann (2009).

  6. 6.

    Not all of these sensoric stimuli must be present to cause sensomotoric immersion.

  7. 7.

    Of course only under the condition that steering the car matches the expectations of the user. If the car would understeer permanently or if pushing the throttle pedal would decelerate the vehicle, there would be no authenticity and therefore low sensoric immersion.

  8. 8.

    The original questionnaires are in English language and have been translated into German by Pietschmann (2009, 127) for this study.

  9. 9.

    See, for example, Insko (2003) for a detailed discussion on the use of questionnaires in presence and immersion research.

  10. 10.

    For example, Neitzel (2008) also prefers involvement instead of immersion in this context.

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Correspondence to Daniel Pietschmann .

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Pietschmann, D., Valtin, G., Ohler, P. (2012). The Effect of Authentic Input Devices on Computer Game Immersion. In: Fromme, J., Unger, A. (eds) Computer Games and New Media Cultures. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-2777-9_18

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