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User Experience Research & Design in Games

You are here: Home / Publications / Developing Iconic and Semi-Iconic Game Controllers

Developing Iconic and Semi-Iconic Game Controllers

April 19, 2021 by

by Lennart E Nacke, João P Costa, Dennis L Kappen, James Robb, Daniel Buckstein
Abstract:
We propose the notion of semi-iconic game input (i.e., sharing some properties of game objects instead of being a complete iconic representation of them) and investigate influence of controller representation on player experience. In particular, we developed game controllers at different degrees of realism (symbolic, semi-iconic, and iconic). We present the developed controllers and initial usability findings.
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Reference:
Developing Iconic and Semi-Iconic Game Controllers (Lennart E Nacke, João P Costa, Dennis L Kappen, James Robb, Daniel Buckstein), In Proceedings of CHI PLAY 2014, ACM, 2014.
Bibtex Entry:
@inproceedings{nacke2014developing,
abstract = {We propose the notion of semi-iconic game input (i.e., sharing some properties of game objects instead of being a complete iconic representation of them) and investigate influence of controller representation on player experience. In particular, we developed game controllers at different degrees of realism (symbolic, semi-iconic, and iconic). We present the developed controllers and initial usability findings.},
address = {Toronto, ON, Canada},
author = {Nacke, Lennart E and Costa, Jo~{a}o P and Kappen, Dennis L and Robb, James and Buckstein, Daniel},
booktitle = {Proceedings of CHI PLAY 2014},
doi = {10.1145/2658537.2661327},
organization = {ACM},
pages = {435--436},
publisher = {ACM},
title = {{Developing Iconic and Semi-Iconic Game Controllers}},
url = {http://dl.acm.org/citation.cfm?id=2661327},
year = {2014}
}

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