3-D Gaming Environment Preferences: Inversion Of The Y-Axis

Keywords

gaming; immersion; spatial orientation; virtual environments; workload

Abstract

Differences between preference groups based on the control scheme of the Y-axis or pitch (either default or inverted) in 3-D gaming were explored both with measures of pre-existing traits, as well as reactions to a short gaming session. Participants who preferred to invert the Y-axis controls showed significantly greater overall tendency for immersion than the non-inverters. Similarly, the participants who inverted the Y-axis also reported significantly higher levels of presence in the gaming task than the non-inverter. Finally, when participants' controls in the gaming task were mismatched to their preference, they exhibited significantly higher perceived workload in the gaming task. Implications of these findings focus on determining a basis for differences in the population, and how these differences may impact spatial reasoning and task-specific training, especially in aviation.

Publication Date

11-2-2015

Publication Title

Ergonomics

Volume

58

Issue

11

Number of Pages

1792-1799

Document Type

Article

Personal Identifier

scopus

DOI Link

https://doi.org/10.1080/00140139.2015.1044573

Socpus ID

84940062723 (Scopus)

Source API URL

https://api.elsevier.com/content/abstract/scopus_id/84940062723

This document is currently not available here.

Share

COinS