Introduction
In game design there are many themes a game designer could look at in
order to create a game. Focusing on one theme allows a designer to create a
game with a specific purpose, a game that allows a player to feel a specific
emotion. Change, glance and time are three precise themes can be developed in
games. A developer could use a novel technology to attract gamers to play a
game in a fun and innovative way. There are specific novel human computer
interaction technologies that could be used in gaming such as Emotiv EPOC,
Neurosky Headset, Kinect for Windows, Leap Motion and AR Toolkit. By combining
a novel HCI technology and a specific theme a game developer can create a video
game that allows a player to focus on a specification by interacting in an
innovative way.
Themes
Change
Change as a theme is defined by making a person change their behaviour. Changing
a person’s behaviour is very hard; one must try to slowly adapt a person’s mind
so that they break their habit or routine. A game designer would have to use a
technology to change their behaviour to meet their goals, a game example would
be that players have always used a controller to control movements of a
character, if a player used their mind to control their movement this would
change their habit and break their routine. If the player found this method of
control joyful they would continue to use it and create a new habit.
Figure 1- Player controlling character with her mind |
Glance
Glance as a theme allows a player to quickly look over a large set of
information and determine what information is necessary to achieve his/her
goal. If a player could use a technology to help decrease the overload of
information on a screen it would benefit the player greatly. An in game example
of this is creating an AR toolkit so that when a player looks over a game
environment the important information on the screen will become three
dimensional and look like it is coming out of the screen. This technology
allows players to quickly glance at a detailed game environment and analyze
everything on the screen quickly.
Figure 2 - AR used to determine targets at a quick glance |
Time
Time as a theme is defined as change. A
clock, game time and in game season changes are representations of change over
time. These things can have a physiological effect on a player. An in game
example would be if a player could control time with their mind using an Emotiv
EPOC so that they could speed up time so they could control climate change and aging
enemies. This could be an attack to kill opponents and it is a new
representation of time.
“While time is not something that can
be directly seen, smelled, tasted, touched or heard, it is something that as
the psychologist Fraisse (1984) has noted, we perceive through changes in the
world and the duration between changes” (Mitchell, 2007). If we wanted to
create a new representation of time we would need to look at representations
that already exist. In a game user interface time is usually represented as a
horizontal line with an object travelling from point A to point B. “Representations
of time in computer interface designs must reflect people's conceptions of time
and represent the kinds of time that people require when using a computer.”
(Mitchell, 2007). An idea that might convey time or change in a game using a
technology could be to use a Neurosky Headset and let a frequency travel
through a player’s ear to indicate time is running low or a change in the gaming
world is about to occur.
Example of representation of time –
Mortal Kombat Deception https://www.youtube.com/watch?v=LpJNECtjpuo
Novel HCI Technologies
Some novel HCI Technologies are the
Emotiv Epoc, Neurosky Headset, Kinect for Windows, Leap Motion and AR Toolkits.
Emotiv Epoc is a headset device that senses brainwaves and translates it into a
computer. It can be used to allow players to control parts of a game using
brain waves. Neurosky Headsets allows a person to hear frequencies. Kinect is a
program that recognizes body gestures and interoperates it so that it can be
used as meaningful data. Leap motion is similar to the Kinect; it deals with precise
finger-based motion. AR Toolkits are camera-based and it creates an augmented
reality. It can make things appear in a player’s environment.
Figure 3 - Neurosky Headset being used for an unconventional gaming controller |
Figure 4 - Emotive Epoc |
Using these types of novel technologies can produce new ways for gamers to play games in an interesting way. If we can create alternative methods to typical controllers it could open up diverse ways for players to play games and it could also create a new target audience for gaming systems.
Questions to Consider
How could we implement these novel HCI technologies into new generation
consoles?
Would these novel technologies attract a new customer base? If so, how
would it affect the present target market?
Could these HCI technologies deal with haptic senses such as the nociceptors
and target a wide enough market to do well (in terms of profit) in the gaming
industry?
References
Mitchell, Marilyn . "Representations of time in computer inferface
design." Humanities & Social Sciences papers. N.p., 1 Nov.
2007. Web. 7 Mar. 2013.
<epublications.bond.edu.au/cgi/viewcontent.cgi?article=1233&context=hss_pubs>.
Figure 1 - http://media.onsugar.com/files/upl0/2/22911/08_2008/emotive.preview.jpg
Figure 2 - http://beefjack.com/files/2011/01/ar-games-2.jpg
Figure 3 - http://www.geekalerts.com/u/NeuroSky-Mindwave-Mobile-EEG-headset.jpg
Figure 4 - http://www.emotiv.com/upload/iblock/38a/header_set.gif
Figure 4 - http://www.emotiv.com/upload/iblock/38a/header_set.gif
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