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Evaluating the effectiveness of HUDs and diegetic ammo displays in first-person shooter games

机译:在第一人称射击游戏中评估HUD和模拟弹药显示器的效果

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We present an experiment comparing five ammunition display methods in first-person shooter (FPS) games. These included both diegetic (in-game) and heads-up display (HUD) options. HUD displays included a bar, icons, and a counter. Diegetic displays were displayed in-game beside the player's weapon. Two diegetic displays were evaluated: a number and bullets. We compared the performance offered by each ammunition display and player preference towards each. Results indicate that the diegetic "number-in-game" display performed best both in terms of reload time and shots taken between running out of ammunition and reloading. Participants fired an average of 35% fewer shots after running out of ammo with the number-in-game display than with the worst performing display, icons-on-HUD. Reload time was also 26% faster with the number-in-game display than with icons-on-HUD. The number-in-game display was preferred by 70% of participants.
机译:我们目前进行的一项实验比较了第一人称射击游戏(FPS)游戏中的五种弹药显示方法。这些功能包括游戏中(游戏中)和平视显示(HUD)选项。 HUD显示屏包括一个栏,图标和一个计数器。在游戏中,玩家的武器旁边显示了征兆显示。评价了两种营养不良显示:数字和项目符号。我们比较了每种弹药展示所提供的性能和玩家对每种弹药的偏好。结果表明,在重新装弹时间和弹药用尽与重新装弹之间所拍摄的弹丸方面,有营养的“游戏中的数量”显示效果最佳。与数字游戏中表现最差的HUD图标相比,游戏中的数字显示器用尽弹药后,参与者平均少射击35%。游戏中的数字显示比使用HUD图标的刷新时间也快26%。 70%的参与者更喜欢显示游戏中的数字。

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