TY - GEN
T1 - The Kansei Research on the Manipulation Experience of Mobile Game with Joystick
AU - Chen, Hsin Jung
AU - Chen, Hsi Jen
N1 - Publisher Copyright:
© 2020, Springer Nature Switzerland AG.
PY - 2020
Y1 - 2020
N2 - Nowadays, smartphones have become the largest gaming platform. With the improvement of the performance of smartphones continuously, the manipulation of mobile games has gradually turned to more horizontal and complicated. It also prompted players to pay more attention to the gaming experience; even emerge dedicated joystick for mobile phones. However, the previous literature has rarely discussed the gaming experience and the feelings of the mobile game control process. Therefore, the purpose of this study is to explore the feelings of play mobile games with different joysticks and to find the key Kansei vocabulary that affects players’ feelings stronger, to establish the design direction of joysticks which are dedicated to the mobile phone in the future. This research will invite high-involved players of mobile games to conduct Focus group and play mobile games. Through the research results, we can understand the players’ expected feelings when playing mobile games, and also provide the future design direction of the joystick, so that players have a better gaming experience, even increase willingness to play mobile games, and make a positive impact on the gaming market. In addition, through this study, we will be able to explore the process of using the Kansei engineering method to understand the users’ expected control feelings and apply to the development of future human-computer interactive products and contribute to the field of human-computer interaction.
AB - Nowadays, smartphones have become the largest gaming platform. With the improvement of the performance of smartphones continuously, the manipulation of mobile games has gradually turned to more horizontal and complicated. It also prompted players to pay more attention to the gaming experience; even emerge dedicated joystick for mobile phones. However, the previous literature has rarely discussed the gaming experience and the feelings of the mobile game control process. Therefore, the purpose of this study is to explore the feelings of play mobile games with different joysticks and to find the key Kansei vocabulary that affects players’ feelings stronger, to establish the design direction of joysticks which are dedicated to the mobile phone in the future. This research will invite high-involved players of mobile games to conduct Focus group and play mobile games. Through the research results, we can understand the players’ expected feelings when playing mobile games, and also provide the future design direction of the joystick, so that players have a better gaming experience, even increase willingness to play mobile games, and make a positive impact on the gaming market. In addition, through this study, we will be able to explore the process of using the Kansei engineering method to understand the users’ expected control feelings and apply to the development of future human-computer interactive products and contribute to the field of human-computer interaction.
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U2 - 10.1007/978-3-030-60128-7_47
DO - 10.1007/978-3-030-60128-7_47
M3 - Conference contribution
AN - SCOPUS:85092907529
SN - 9783030601270
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 644
EP - 657
BT - HCI International 2020 – Late Breaking Papers
A2 - Stephanidis, Constantine
A2 - Harris, Don
A2 - Li, Wen-Chin
A2 - Schmorrow, Dylan D.
A2 - Fidopiastis, Cali M.
A2 - Zaphiris, Panayiotis
A2 - Ioannou, Andri
A2 - Ioannou, Andri
A2 - Fang, Xiaowen
A2 - Sottilare, Robert A.
A2 - Schwarz, Jessica
PB - Springer Science and Business Media Deutschland GmbH
T2 - 22nd International Conference on Human-Computer Interaction,HCII 2020
Y2 - 19 July 2020 through 24 July 2020
ER -