Vibrotactile feedback is widely held to make medias attractive and enjoyable, but excessive vibrotactile feedback can lead to negative effects. Designing suitable vibrotactile feedback modes is challenging in games with intense interactions, such as action role-playing game (ARPG). This study investigates the impact of vibrotactile feedback designed from different perspectives on player and media audience’s user experience. We designed three vibrotactile feedback modes based on player’s perspective mode (PPM), boss’s perspective mode (BPM), and global perspective mode (GPM), and created haptic video clips based on ARPG game (Black myth: Wukong) recordings. We evaluated these three feedback modes in a qualitative user study (N = 52) and conducted interviews with participants. The results indicate that PPM is universally applicable, while BPM is friendly for beginner players, and GPM is suitable for in-game cinematics and haptic streaming media. These findings inform game developers’ decisions on tailoring vibrotactile feedback modes to specific game segments or player skills, and enhancing game transmission through haptic media.

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Perspective Matters: Investigating the Effects of Vibrotactile Mode Design on User Experience in Action-Role Playing Game and Media

  • Hongyu Liu,
  • Zhenyu Gu

摘要

Vibrotactile feedback is widely held to make medias attractive and enjoyable, but excessive vibrotactile feedback can lead to negative effects. Designing suitable vibrotactile feedback modes is challenging in games with intense interactions, such as action role-playing game (ARPG). This study investigates the impact of vibrotactile feedback designed from different perspectives on player and media audience’s user experience. We designed three vibrotactile feedback modes based on player’s perspective mode (PPM), boss’s perspective mode (BPM), and global perspective mode (GPM), and created haptic video clips based on ARPG game (Black myth: Wukong) recordings. We evaluated these three feedback modes in a qualitative user study (N = 52) and conducted interviews with participants. The results indicate that PPM is universally applicable, while BPM is friendly for beginner players, and GPM is suitable for in-game cinematics and haptic streaming media. These findings inform game developers’ decisions on tailoring vibrotactile feedback modes to specific game segments or player skills, and enhancing game transmission through haptic media.