TY - JOUR
T1 - User Experience in 3D Stereoscopic Games
AU - Takatalo, Jari
AU - Kawai, Takashi
AU - Kaistinen, Jyrki
AU - Nyman, Göte
AU - Häkkinen, Jukka
N1 - Funding Information:
The authors gratefully acknowledge support from the following foundations: the Eemil Aaltonen Foundation, the Ella and Georg Ehrnrooth Foundation, and the Scandinavia-Japan Sasakawa Foundation.
PY - 2011/11
Y1 - 2011/11
N2 - New display technologies, such as 3D stereoscopic displays, provide opportunities to enhance the user experience (UX) in digital games. A widely-held belief is "the more stereo, the better experience." The purpose of this study is to examine this belief and evaluate the added value of 3D stereo to the UX in games. Stereo separation in a display was varied, and a multidimensional UX was measured using a psychological Presence-Involvement-Flow Framework 2 (PIFF 2) in a between-subjects design. The PIFF 2 findings were further supported by both qualitative and objective measures. Users' descriptions of the game were included as well as adverse symptoms, open-ended negative aspects of 3D stereo, basic eye physiology, objective performance metrics, and fundamental background variables. This hybrid qualitative-quantitative methodology shows that more stereo does not lead to better UX. It was shown that a moderate level of stereo separation affected the UX most by increasing the sense of presence among the users. These results deepen the previous findings in investigating the stereo effect in different media. The advantage of using multidimensional measures to evaluate UX, the added value of 3D stereo, and the practical implications of the results are further discussed.
AB - New display technologies, such as 3D stereoscopic displays, provide opportunities to enhance the user experience (UX) in digital games. A widely-held belief is "the more stereo, the better experience." The purpose of this study is to examine this belief and evaluate the added value of 3D stereo to the UX in games. Stereo separation in a display was varied, and a multidimensional UX was measured using a psychological Presence-Involvement-Flow Framework 2 (PIFF 2) in a between-subjects design. The PIFF 2 findings were further supported by both qualitative and objective measures. Users' descriptions of the game were included as well as adverse symptoms, open-ended negative aspects of 3D stereo, basic eye physiology, objective performance metrics, and fundamental background variables. This hybrid qualitative-quantitative methodology shows that more stereo does not lead to better UX. It was shown that a moderate level of stereo separation affected the UX most by increasing the sense of presence among the users. These results deepen the previous findings in investigating the stereo effect in different media. The advantage of using multidimensional measures to evaluate UX, the added value of 3D stereo, and the practical implications of the results are further discussed.
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U2 - 10.1080/15213269.2011.620538
DO - 10.1080/15213269.2011.620538
M3 - Article
AN - SCOPUS:84859361752
SN - 1521-3269
VL - 14
SP - 387
EP - 414
JO - Media Psychology
JF - Media Psychology
IS - 4
ER -