[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
research-article

A Comparison of Text-Annotated vs. Purely Visio-Spatial Instructions for Video Game Input Sequences

Published: 04 April 2017 Publication History

Abstract

Animated tutorials for controller input sequences in video games will be easier for developers to localize, and therefore more universally accessible across multiple nationalities, if they are designed to rely on purely visio-spatial, text-free communication. However, it has hitherto been unclear whether a lack of text in such tutorials may be associated with lower effectiveness in overall teaching outcomes, given that text may augment the available information. With this in mind, we conducted a between-subjects study in which 42 subjects each played one of two versions of a custom, stand-alone game control tutorial designed to teach character moves for an action/fighting game; both versions contained animated visuals, but one also included onscreen text instructions. We recorded players’ performances in each version by measuring elapsed times, failure counts, demonstration replay counts, and skip counts using software-based logging and combined each player’s data in these categories to create an overall effectiveness index to measure and compare teaching efficacy associated with each version. We compared the means of our data between the version groups using t-tests with results suggesting that people playing the non-text-annotated version performed at least as well, all around, as those playing the text-annotated version and even better in the areas of elapsed time, failure count, and overall score. Though a significant co-factor—player skill/experience—is likely an influence that should be further delineated in future studies, our findings clearly demonstrated that text-free game control tutorials are as good as, if not better than, text-annotated ones.

References

[1]
A. Abran, A. Khelifi, W. Suryn, and A. Seffah. 2003. Usability meanings and interpretations in ISO standards. Softw. Qual. J. 11, 4 (2003), 325--338.
[2]
W. Adams, J. Brown, D. Rapeepun, and W. Williams. 2003. The effectiveness of online help systems: Text only, animated images only, and integrated interactive. Pridobljeno 12 (2003).
[3]
W. Albert and T. Tullis. 2013. Measuring the user experience: Collecting, analyzing, and presenting usability metrics. Comput. Graph. Appl. 33, 4 (2013), 82--87.
[4]
E. Anderson, E. O’Rourke, Y. Liu, R. Snider, J. Lowdermilk, D. Truong, and Z. Popovic. 2012. The impact of tutorials on games of varying complexity. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 59--68.
[5]
G. J. Anglin, H. Vaez, and K. L. Cunningham. 2004. Visual representations and learning: The role of static and animated graphics. In Handbook of Research on Educational Communications and Technology (2 ed.), David H. Jonassen (Ed.). Lawrence Erlbaum Associates, 865916.
[6]
R. Baecker. 2002. Showing instead of telling. In Proceedings of the 20th Annual International Conference on Computer Documentation. ACM, 10--16.
[7]
R. S. Baker, M. J. Habgood, S. E. Ainsworth, and A. T. Corben. 2007. Modeling the acquisition of fluent skill in educational action games. In User Modeling. Springer, Berlin, 17--26.
[8]
S. Chen and D. Michael. 2005. Proof of learning; assessment in serious games. (2005). Retrieved January 12, 2011 from http://www.gamasutra.com/view/feature/130843/proof_of_learning_assessme nt_in_.php Gamasutra.
[9]
P. Y. Chi, S. Ahn, A. Ren, M. Dontcheva, W. Li, and B. Hartmann. 2012. Mixt: Automatic generation of step-by-step mixed media tutorials. In Proceedings of the 25th Annual ACM Symposium on User Interface Software and Technology. ACM, 93--102.
[10]
R. C. Clark and C. Lyons. 2010. Graphics for Learning: Proven Guidelines for Planning, Designing, and Evaluating Visuals in Training Materials. John Wiley 8 Sons, Hoboken, NJ.
[11]
B. B. de Koning, H. K. Tabbers, R. M. Rikers, and F. Paas. 2007. Attention cueing as a means to enhance learning from an animation. Appl. Cogn. Psychol. 21, 6 (2007), 731--746.
[12]
H. Desurvire and M. S. El-Nasr. 2013. Methods for game user research: Studying player behavior to enhance game design. Comput. Graph. Appl. 33, 4 (2013), 82--87.
[13]
T. Grossman and G. Fitzmaurice. 2010. ToolClips: An investigation of contextual video assistance for functionality understanding. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 1515--1524.
[14]
T. Grossman, G. Fitzmaurice, and R. Attar. 2009. A survey of software learnability: Metrics, methodologies and guidelines. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 649--658.
[15]
E. Harpstead, B. A. Myers, and V. Aleven. 2013. In search of learning: Facilitating data analysis in educational games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 79--88.
[16]
S. M. Harrison. 1995. A comparison of still, animated, or non illustrated on-line help with written or spoken instructions in a graphical user interface. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 82--89.
[17]
T. N. Höffler and D. Leutner. 2007. Instructional animation versus static pictures: A meta-analysis. Learn. Instruct. 17, 6 (2007), 722--738.
[18]
C. Kelleher and R. Pausch. 2005. Stencils-based tutorials: Design and evaluation. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 541--550.
[19]
R. E. Mayer, M. Hegarty, S. Mayer, and J. Campbell. 2005. When static media promote active learning: Annotated illustrations versus narrated animations in multimedia instruction. J. Exper. Psychol. Appl. 11, 4 (2005), 256.
[20]
S. Palmiter. 1993. The effectiveness of animated demonstrations for computer-based tasks: a summary, model and future research. J. Vis. Lang. Comput. 4, 1 (1993), 71--89.
[21]
S. Palmiter and J. Elkerton. 1991. An evaluation of animated demonstrations of learning computer-based tasks. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 257--263.
[22]
S. Palmiter and J. Elkerton. 1993. Animated demonstrations for learning procedural computer-based tasks. Hum.-Comput. Interact. 8, 3 (1993), 193--216.
[23]
S. Pongnumkul, M. Dontcheva, W. Li, J. Wang, L. Bourdev, S. Avidan, and M. F. Cohen. 2011. Pause-and-play: Automatically linking screencast video tutorials with applications. In Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology. ACM, 135--144.
[24]
L. P. Rieber. 1996. Animation as a distractor to learning. Int. J. Instruct. Media 23, 1 (1996), 53--57.
[25]
L. P. Rieber and M. J. Hannafin. 1988. Effects of textual and animated orienting activities and practice on learning from computer-based instruction. Comput. Schools 5, 1--2 (1988), 77--90.
[26]
David Whittinghill, Jacob Brown, Michael Hoerter, Christian Barrett, and Raymond Hassan. 2014. Effect of pregame training tutorials on player performance in kinect-based health games. Games Health: Res. Dev. Clin. Appl. 3, 1 (2014), 31--39.
[27]
A. Wong, N. Marcus, P. Ayres, L. Smith, G. A. Cooper, F. Paas, and J. Sweller. 2009. Instructional animations can be superior to statics when learning human motor skills. Comput. Hum. Behav. 25, 2 (2009), 339--347.

Cited By

View all
  • (2023)Tutorial Level Design Guidelines for 2D Fighting GamesProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582470(1-11)Online publication date: 12-Apr-2023
  • (2022)Localized Text-Free User InterfacesIEEE Access10.1109/ACCESS.2021.313952510(2357-2371)Online publication date: 2022

Index Terms

  1. A Comparison of Text-Annotated vs. Purely Visio-Spatial Instructions for Video Game Input Sequences

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image Computers in Entertainment
    Computers in Entertainment   Volume 15, Issue 2
    Theoretical and Practical Computer Applications in Entertainment
    Summer 2017
    111 pages
    EISSN:1544-3574
    DOI:10.1145/3031104
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 04 April 2017
    Accepted: 01 March 2017
    Revised: 01 November 2014
    Received: 01 August 2014
    Published in CIE Volume 15, Issue 2

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Games
    2. annotations
    3. controller
    4. input device
    5. teaching
    6. training
    7. tutorial
    8. user interface
    9. visual spatial

    Qualifiers

    • Research-article
    • Research
    • Refereed

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)8
    • Downloads (Last 6 weeks)3
    Reflects downloads up to 25 Feb 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2023)Tutorial Level Design Guidelines for 2D Fighting GamesProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582470(1-11)Online publication date: 12-Apr-2023
    • (2022)Localized Text-Free User InterfacesIEEE Access10.1109/ACCESS.2021.313952510(2357-2371)Online publication date: 2022

    View Options

    Login options

    Full Access

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media