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Comparing models: Different skills predict performance. 
• 
Game performance was a significant negative predictor of self-reported frustration, but this effect is weaker for the motion controller than for the traditional controller. 
• 
For the motion controller, performance only had an indirect impact on game rating as a function of frustration. 
• 
Increased frustration negatively predicted game rating when using both controllers, and this relationship was stronger in the motion controller model than in the traditional controller. 
Thedifferencebetweenmotioncontrolandtraditionalcontrolinterfacescanbedescribedasadifferenceinmapping,oramatchbetweenvirtualactionsandnaturalactionsintheworld.Mappingleadstoreducedawarenessofthecontroller,enhancedspatialpresence,interactivity,positiveattitudestowardcontentandenjoyment. 
Inthecontextofvideogames,wearguethatmappingmightfunctiondifferentlythanwhathasbeensuggestedintheprecedingliterature.Infact,wepredicttheoppositepatternwillemerge. Namely,whencontrolsarecloselymappedtomirrorreal-worldactionsinvideogames,theywillbeconsideredless“natural”thanwhenactionsaremappedtopressesofabuttononatraditionalcontroller.Forexample,manyvideogamesfeatureextraordinarysettingsandcircumstances,likemagicandmonstersinWorldofWarcraftoraliensandspacecraftinHalo.Therefore,manyoftheactionsinthegameshavenoreal-worldanalogue,likecastingahealingspellorflyingafictionalvehicle.Weshouldnotexpectplayersofthesegamestohavestrongmentalmodelsoraccuratereferencepointsforthesebehaviors.Regardlessofthelevelofrealismportrayedinthesegames, manyoftheplayershaveneverexperiencedtheseeventsfirsthandandwillnothaveastrongmentalmodel. 
It’s not the modelthat doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games 
Rogers, R., Bowman, N. D., & Oliver, M. B.(2014, November).It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games. Poster presented at the Annual Meeting of the National Communication Association, Chicago, IL. 
Thisstudyexaminesdifferencesinperformance, frustration,andgameratingsofindividualsplayingfirst-personshootervideogamesusingtwodifferentcontrollers(motioncontrollerandatraditional,push-buttoncontroller)inawithin- subjects,randomizedorderdesign.Structuralequationmodelingwasusedtodemonstratethatcognitiveskillssuchasmentalrotationabilityandeye/handcoordinationpredictedperformanceforbothcontrollers,butthemotioncontrolwassignificantlymorefrustrating.Moreover,increasedperformancewasonlyrelatedtogameratingsforthetraditionalcontrollerinput.Weinterpretthisdataasevidencethat,contrarytotheassumptionthatmotioncontrolledinterfacesaremorenaturallymappedthantraditionalpush-buttoncontrollers, thetraditionalcontrollerwasmorenaturallymappedasaninterfaceforgameplay. 
Keywords: cognitive skill, video game, natural mapping, performance, enjoyment 
Abstract______________ 
Predictions____________ 
Wesuggestamodelofnaturalmappingandenjoyment.Thedegreeofnaturalmappingaparticularcontrollerimbuescanbeaddressedbyfirstexaminingcognitiveskills,thendemonstratinghowthoseskills“map”ontogameperformance. Thisisamethodforshowinghow“natural”usingacertaincontrollerinagamemightbe.Then,gameperformanceshouldimpactattitudetowardthegameandtheleveloffrustrationaplayerfeels.Ifaplayerperformswell,thenheorshewilllikelyfeellessfrustrationandenjoythegamemore. Conversely,ifaplayerperformspoorly,heorshewillbemorefrustratedandenjoythegameless. Wepredictthatthemodelwilllookdifferentdependingonthetypeofcontrollerused. 
Background_______________________________ 
Results___________________________________ 
Method_______________ 
Ninety-one(N=91)participantswererecruitedfromalarge,Midwesternuniversity.Themajorityofparticipantswerewomen(57.10%),Caucasian(71.40%),andbetweentheagesof19and22yearsold(80.30%),M=21.10,SD=1.81. 
TwogamesfromtheCoDseries,CallofDuty2:TheBigRedOne(CoD2)andCallofDuty3(CoD3).Inbothversions,playerwasresponsibleforthesamemechanicsofgameplaybutthemannerinwhichthesemechanicswasengageddifferedwidelyasafunctionofcontrollerinput.Oneusedatraditionalcontrollerandtheotherusedamotion-sensorremote. 
CognitiveskillwasassessedusingprotocolestablishedbyBowmanetal.(2013). 
Videogameperformancewascalculatedbythenumberofin-gameobjectiveseachplayeraccomplishedminusthenumberoftimesaplayerwaskilled. 
FrustrationwasmeasuredwithversionofSherryetal.’s(2008)mediaflowscale. 
Gameratingparticipantswereaskedtorateonascaleof“1”(lowest)to“10”(highest)theoverallqualityofthegame. 
… a Rogers-Bowman-Oliverjoint …

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It’s not the model that doesn’t fit, it’s the controller!

  • 1. Comparing models: Different skills predict performance. • Game performance was a significant negative predictor of self-reported frustration, but this effect is weaker for the motion controller than for the traditional controller. • For the motion controller, performance only had an indirect impact on game rating as a function of frustration. • Increased frustration negatively predicted game rating when using both controllers, and this relationship was stronger in the motion controller model than in the traditional controller. Thedifferencebetweenmotioncontrolandtraditionalcontrolinterfacescanbedescribedasadifferenceinmapping,oramatchbetweenvirtualactionsandnaturalactionsintheworld.Mappingleadstoreducedawarenessofthecontroller,enhancedspatialpresence,interactivity,positiveattitudestowardcontentandenjoyment. Inthecontextofvideogames,wearguethatmappingmightfunctiondifferentlythanwhathasbeensuggestedintheprecedingliterature.Infact,wepredicttheoppositepatternwillemerge. Namely,whencontrolsarecloselymappedtomirrorreal-worldactionsinvideogames,theywillbeconsideredless“natural”thanwhenactionsaremappedtopressesofabuttononatraditionalcontroller.Forexample,manyvideogamesfeatureextraordinarysettingsandcircumstances,likemagicandmonstersinWorldofWarcraftoraliensandspacecraftinHalo.Therefore,manyoftheactionsinthegameshavenoreal-worldanalogue,likecastingahealingspellorflyingafictionalvehicle.Weshouldnotexpectplayersofthesegamestohavestrongmentalmodelsoraccuratereferencepointsforthesebehaviors.Regardlessofthelevelofrealismportrayedinthesegames, manyoftheplayershaveneverexperiencedtheseeventsfirsthandandwillnothaveastrongmentalmodel. It’s not the modelthat doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games Rogers, R., Bowman, N. D., & Oliver, M. B.(2014, November).It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games. Poster presented at the Annual Meeting of the National Communication Association, Chicago, IL. Thisstudyexaminesdifferencesinperformance, frustration,andgameratingsofindividualsplayingfirst-personshootervideogamesusingtwodifferentcontrollers(motioncontrollerandatraditional,push-buttoncontroller)inawithin- subjects,randomizedorderdesign.Structuralequationmodelingwasusedtodemonstratethatcognitiveskillssuchasmentalrotationabilityandeye/handcoordinationpredictedperformanceforbothcontrollers,butthemotioncontrolwassignificantlymorefrustrating.Moreover,increasedperformancewasonlyrelatedtogameratingsforthetraditionalcontrollerinput.Weinterpretthisdataasevidencethat,contrarytotheassumptionthatmotioncontrolledinterfacesaremorenaturallymappedthantraditionalpush-buttoncontrollers, thetraditionalcontrollerwasmorenaturallymappedasaninterfaceforgameplay. Keywords: cognitive skill, video game, natural mapping, performance, enjoyment Abstract______________ Predictions____________ Wesuggestamodelofnaturalmappingandenjoyment.Thedegreeofnaturalmappingaparticularcontrollerimbuescanbeaddressedbyfirstexaminingcognitiveskills,thendemonstratinghowthoseskills“map”ontogameperformance. Thisisamethodforshowinghow“natural”usingacertaincontrollerinagamemightbe.Then,gameperformanceshouldimpactattitudetowardthegameandtheleveloffrustrationaplayerfeels.Ifaplayerperformswell,thenheorshewilllikelyfeellessfrustrationandenjoythegamemore. Conversely,ifaplayerperformspoorly,heorshewillbemorefrustratedandenjoythegameless. Wepredictthatthemodelwilllookdifferentdependingonthetypeofcontrollerused. Background_______________________________ Results___________________________________ Method_______________ Ninety-one(N=91)participantswererecruitedfromalarge,Midwesternuniversity.Themajorityofparticipantswerewomen(57.10%),Caucasian(71.40%),andbetweentheagesof19and22yearsold(80.30%),M=21.10,SD=1.81. TwogamesfromtheCoDseries,CallofDuty2:TheBigRedOne(CoD2)andCallofDuty3(CoD3).Inbothversions,playerwasresponsibleforthesamemechanicsofgameplaybutthemannerinwhichthesemechanicswasengageddifferedwidelyasafunctionofcontrollerinput.Oneusedatraditionalcontrollerandtheotherusedamotion-sensorremote. CognitiveskillwasassessedusingprotocolestablishedbyBowmanetal.(2013). Videogameperformancewascalculatedbythenumberofin-gameobjectiveseachplayeraccomplishedminusthenumberoftimesaplayerwaskilled. FrustrationwasmeasuredwithversionofSherryetal.’s(2008)mediaflowscale. Gameratingparticipantswereaskedtorateonascaleof“1”(lowest)to“10”(highest)theoverallqualityofthegame. … a Rogers-Bowman-Oliverjoint …