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Create free accountWhitepaperIFIP International Conference on Entertainment Computing (ICEC)
This study investigates how target and non-target size, speed, and density influence player performance and cognitive workload in a 3D railed-shooter game.
This study investigates how visual design variables—specifically target and non-target size, speed, and density—impact player performance and cognitive workload within a 3D railed-shooter game. By applying Gestalt principles and visual attention theory, the research aims to provide empirical validation for game design choices, particularly regarding accessibility and difficulty scaling. The study seeks to determine how these visual features influence the perceived and actual performance of players with varying levels of expertise.
The methodology involved developing a custom railed-shooter game, EMOS, which allowed for the systematic manipulation of visual elements. Researchers tested 105 participants, categorized as either experts or novices based on gaming habits, across four distinct visual conditions. Performance was measured through objective metrics, including level completion time, number of clicks, and enemies shot, while cognitive workload and perceived success were assessed using the NASA Task Load Index and post-play surveys.
Key findings indicate that expertise significantly influences both performance and perceived workload, particularly in intermediate difficulty settings. In the initial intermediate condition, novices reported higher mental and temporal demands and lower success compared to experts. Interestingly, in more complex conditions, novices achieved performance levels comparable to experts, yet they continued to report lower feelings of success. Conversely, experts reported higher success in response to specific visual cues, such as increased target density or larger visual feedback, even when those changes did not result in measurable performance improvements. The study concludes that there is often a disconnect between a player’s actual performance and their subjective perception of success, suggesting that designers must carefully balance visual complexity to manage player expectations and maintain engagement across different skill levels.
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