Small-Scale Exertion in Sports Video Games

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Small-Scale Exertion in Sports Video Games SMALL-SCALE EXERTION IN SPORTS VIDEO GAMES A Thesis Submitted to the College of Graduate Studies and Research In Partial Fulfillment of the Requirements For the Degree of Master of Science In the Department of Computer Science University of Saskatchewan Saskatoon, CANADA By Mike Sheinin Copyright Mike Sheinin, March, 2015. All rights reserved. PERMISSION TO USE In presenting this thesis in partial fulfilment of the requirements for a Postgraduate degree from the University of Saskatchewan, I agree that the Libraries of this University may make it freely available for inspection. I further agree that permission for copying of this thesis in any manner, in whole or in part, for scholarly purposes may be granted by the professor or professors who supervised my thesis work or, in their absence, by the Head of the Department or the Dean of the College in which my thesis work was done. It is understood that any copying or publication or use of this thesis or parts thereof for financial gain shall not be allowed without my written permission. It is also understood that due recognition shall be given to me and to the University of Saskatchewan in any scholarly use which may be made of any material in my thesis. Requests for permission to copy or to make other use of material in this thesis in whole or part should be addressed to: Head of the Department of Computer Science 176 Thorvaldson Building 110 Science Place University of Saskatchewan Saskatoon, Saskatchewan Canada S7N 5C9 i ABSTRACT Sports video games should be inherently competitive, but they fall short in providing competition between player skills. The translation of real-world physical activities to a game controller and the emphasis on statistical simulations in traditional sports video games leads to a limited opportunity for expertise development, individual differentiation, and fatigue. These are three very important aspects of real-world sports that are lacking in sports video games. One possible solution to these difficulties is to use small-scale exertion. This method requires the design of an input mechanic that requires only the use of hands and fingers (or feet). We created two small- scale exertion sports video games (Track and Field Racing and Jelly Polo) and ran four studies to compare our small-scale exertion games to traditional rate-based sports video games. Qualitative and quantitative results suggest that using small-scale exertion increases the amount of expertise development, individual differentiation, and fatigue in sports video games. Results also suggest small-scale exertion controls are more engaging than traditional rate-based controls. By using small-scale exertion to add physicality into sports video games, we are able to increase richness, competitiveness, and realism in order to create a game which is competitive, in terms of player skill, and sport-like. ii ACKNOWLEDGMENTS I would like to express my gratitude to my supervisor Carl Gutwin for his guidance and input throughout my graduate and undergraduate career at the University of Saskatchewan. If it was not for Carl, my research, undergraduate degree, and overall life path would be drastically different. I am sincerely thankful for everything he has done for me. I also wish to thank David Flatla for introducing me to the world of Computer Science and starting me on this journey. If it was not for your enthusiasm and guidance, I would not be where I am today. A big thank you also goes to the faculty and staff at the Department of Computer Science, and particularly to the students and staff in the HCI Lab for their much needed help and what are sure to be lifelong friendships. iii This thesis is dedicated to my mother Tracey, and my father Randy; it is your love and support that has allowed me to succeed. iv CONTENTS PERMISSION TO USE I ABSTRACT II ACKNOWLEDGMENTS III CONTENTS IV LIST OF TABLES VIII LIST OF FIGURES XI LIST OF ABBREVIATIONS XII CHAPTER 1 INTRODUCTION ................................................................................................1 1.1 Problem .............................................................................................................. 2 1.2 Motivation .......................................................................................................... 4 1.3 Solution .............................................................................................................. 5 1.4 Steps in the Solution .......................................................................................... 7 1.4.1 Step One: Define Rate-Based Movement ................................................... 8 1.4.2 Step Two: Understand Previous Research .................................................. 8 1.4.3 Step Three: Explore a Simple Case of Small-Scale Exertion ..................... 8 1.4.4 Step Four: Create a More Robust Small-Scale Exertion Game Using the Traditional Game Setting ............................................................................ 9 1.4.5 Step Five: Study and Evaluate Small-Scale Exertion in a Sports Video Game ....................................................................................................... 9 1.5 Evaluation ........................................................................................................ 10 1.6 Contributions .................................................................................................... 11 1.7 Thesis Outline .................................................................................................. 12 CHAPTER 2 RELATED WORK AND BACKGROUND ...........................................................15 2.1 Sports Video Game Basics ............................................................................... 15 2.2 Exertion Interfaces and Exergames ................................................................. 20 2.3 Commercial Exergames ................................................................................... 30 2.4 Fatigue, Motor Skills, Practice, and Motivation .............................................. 35 2.5 Limitations of Current Sports Video Games and Electronic Sports ................ 38 v CHAPTER 3 INITIAL EXPLORATION INTO A SIMPLE SMALL-SCALE EXERTION GAME ......42 3.1 Game Description ............................................................................................ 42 3.2 Study Methods ................................................................................................. 44 3.2.1 Participants ................................................................................................ 44 3.2.2 Apparatus .................................................................................................. 44 3.2.3 Procedure .................................................................................................. 44 3.2.4 Measures ................................................................................................... 45 3.3 Results .............................................................................................................. 46 3.3.1 Movement and Ability Differences Between Players ............................... 47 3.3.2 Changes in Performance During the Race ................................................ 48 3.4 Discussion ........................................................................................................ 49 CHAPTER 4 A STUDY OF THE EFFECTS OF ADDING SMALL-SCALE EXERTION TO A SPORTS VIDEO GAME ............................................................................51 4.1 Game Description ............................................................................................ 51 4.2 Game Controls ................................................................................................. 53 4.3 Study Methods ................................................................................................. 54 4.3.1 Participants ................................................................................................ 54 4.3.2 Apparatus .................................................................................................. 55 4.3.3 Procedure .................................................................................................. 56 4.3.4 Measures ................................................................................................... 57 4.4 Results .............................................................................................................. 59 4.4.1 Expertise Development with Physical Controls ....................................... 60 4.4.2 Individual Skill Differences Arising from Physicality ............................. 63 4.4.3 Changes During Games Arising from Physicality .................................... 66 4.4.4 Expressive Communication Through Physicality ..................................... 67 4.4.5 Follow-Up: Rate-Based Jelly Polo............................................................ 68 4.5 Discussion ........................................................................................................ 69 4.5.1 Explanation for Results ............................................................................. 69 4.5.2 Final Thoughts .......................................................................................... 70 CHAPTER 5 QUANTITATIVE STUDY COMPARING TRADITIONAL RATE-BASED CONTROLS TO SMALL-SCALE EXERTION .......................................................72 5.1 Task Descriptions ............................................................................................
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