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Game Input with Delay - Moving Target Selection Parameters

Game Input with Delay - Moving Target Selection Parameters


Mark Claypool, Andy Cockburn and Carl Gutwin

In Proceedings of the 10th ACM Multimedia Systems Conference (MMSys)
Amherst, MA, USA
June 18-21, 2019


All real-time computer games, particularly networked computer games, have a delay from when a player starts an action (e.g., clicking the mouse) until the game renders the result (e.g., firing a projectile). This delay can degrade both player performance (e.g., lower game score) and quality of experience (e.g., less fun). While previous work has studied the effects of delay on commercial games and individual game actions, a more detailed understanding is needed of the effects of delay on moving target selection with realistic target motion. This paper presents an in-depth study of the effects of delay on the fundamental game action of selecting a moving target with a mouse with parameters for the target motion - turn frequency and turn angle. We design and implement a custom game where players select moving targets using a mouse, while the game controls both the target motion and input delay. Analysis of data gathered in a 56-person user study shows both user time and accuracy in selecting the moving target degrade with delay. Target turn frequency and turn angle can make a target easier to select (i.e., selection accuracy increases), but take longer to do so (i.e., selection time increases), because turning slows targets down while making them less predictable.


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