Abstract

<p>Computer games, especially First Person Shooter (FPS) have become one of the fastest growing and most economically sucessful software in Indonesia. Given the potential economic benefits of the FPS games, it is important to design its user interface as usable as possible to win the market. In accordance, it is crucial to find out what user interface factors should be considered in designing an FPS game. These factors can be used as a designing guide for game developers in Indonesia. The purpose of this paper is to discover the main user interface factors that should be considered in designing an FPS game especially from usability point of view and to suggest improvement of the user interface in current FPS game.</p><span>Fourty (40) usabilty attributes from literature review are qualitatively grouped into 5 factors. Those factors are: Basic FPS Feature (BFF), Basic Game Feature (BGF), Display & Sounds (D&S), Help & Hints (H&H), and Enjoyment (E). Usability testing on the factors is conducted in three different groups of players: Novice, Experienced, and Expert. Mann-Withney Test are conducted to understand performance difference for each group. The result shows that BGF and H&H are not significantly difference for all groups. While for BFF, the novice group tend to have different preference rather than other groups since there is not enough time duration given on novice users accessing the FPS feature. For D&S, expert tend to have different preference rather than other groups. Some future research potentials are also proposed in this paper.</span>

Highlights

  • Permainan elektronik dalam komputer, terutama yang bergenre First Person Shooter (FPS) telah menjadi salah satu perangkat lunak yang paling cepat berkembang dan secara ekonomis paling sukses di Indonesia

  • The purpose of this paper is to discover the main user interface factors that should be considered in designing an FPS game especially from usability point of view and to suggest improvement of the user interface in current FPS game

  • Pratama and Rahman (2012); Dickey (2005); Fagerholt (2009); Claypool (2007) Ak (2012); Snow (2007), Kim (2015) Pratama and Rahman (2012) Pratama and Rahman (2012); Dicke (2005), Kim (2015) Leinz and Fox (2012); Almeida et al (2012) Fagerholt (2009) Fagerholt (2009), Kim (2015) Ak (2012); Snow (2007), Kim (2015) Dickey (2005) Pratama and Rahman (2012); Snow (2007), Kim (2015) Snow (2007) Dickey (2005) Pratama and Rahman (2012); Huang and Lai (2007); Fricker (2012), Kim (2015) Leinz and Fox (2012); Fricker (2012) Pratama and Rahman (2012), Kim (2015) Snow (2007); Yannakis and Hallam (2007)

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Summary

16 Warna Ahli

Dilakukan wawancara lebih lanjut terhadap responden mengenai atribut yang berpotensi untuk dikembangkan. Hasil wawancara terhadap kelompok ahli menunjukkan tuntutan kebutuhan yang lebih tinggi terhadap efek hiburan pada permainan. Pergantian frame rate yang terlalu cepat akan membuat pemula menjadi lebih tidak nyaman, sementara semakin ahli pemain, maka semakin memerlukan pergantian yang cepat untuk menyelesaikan misi-nya. Karena permainan yang digunakan dalam tes ini hanya dua, studi lebih lanjut disarankan untuk mengakses hasil yang lebih representatif atribut tersebut. USA : John Wiley & Sons, Inc. Claypool, K. Beyond the HUD User Interfaces for Increased Player Immersion in FPS Games. Examining the Critical User Interface Components of FirstPerson Shooter (FPS) Games. Enhanced User Immersive Experience with a Virtual Reality based FPS Game Interface. IEEE Proceeding Conference on Computational Intelligence and Games. HCI Issues in Computer Games, Interacting with Computer, 19, 135-139

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