Proceedings of Motion on Games 2013
DOI: 10.1145/2522628.2522653
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Simulated motion blur does not improve player experience in racing game

Abstract: Figure 1: Participants in our study were asked to play the racing game, Split/Second: Velocity (Black Rock Studios, Disney), in the (left) absence and (right) presence of simulated motion blur. We found that the presence of simulated motion blur did not lead to significant improvements in either the objective measures of participants' performance (e.g., time to complete a race) or the subjective measures of player experience (e.g., enjoyment of race). Shown here are stills from the customized Storm Drain track… Show more

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Cited by 8 publications
(2 citation statements)
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“…They showed that users were significantly better to judge their driving speed in the presence of motion blur. In contrast, adding motion blur to a 3D racing game did not improve the players' subjective speed impression or gaming experience [SNMH13]. Holm et al [HSK16] found that a larger field of view increases the perceived speed in racing games, but strong motion blur can even decrease the perceived speed.…”
Section: Related Workmentioning
confidence: 99%
“…They showed that users were significantly better to judge their driving speed in the presence of motion blur. In contrast, adding motion blur to a 3D racing game did not improve the players' subjective speed impression or gaming experience [SNMH13]. Holm et al [HSK16] found that a larger field of view increases the perceived speed in racing games, but strong motion blur can even decrease the perceived speed.…”
Section: Related Workmentioning
confidence: 99%
“…1 In games industry, simulated motion blur is used for temporal anti-aliasing and make fast animations appear smoother. 2 Several tracking methods have been proposed for visual tracking applications under motion blur. 3 Thermal seekers of missiles, e.g.…”
Section: Introductionmentioning
confidence: 99%