Interaction Design In Video Games

1118 Words5 Pages
Defining a good Interaction Design in video games? What can be reason behind the design of software like Microsoft PowerPoint? Well, one of the essential functions is to carry out the work as effective as it can. If the software urges the user to be mad, frustrated or irritated, a user’s performance goes for deterioration. If the user is at ease, pleased and confident, it is translated into greater performance. A secondary result may be that the software may turn out to be pleasant. This is the same state while playing video games. Here, emotional reaction of the player is the focus rather than how effectively the work is being done. There are numbers of interactions that a player can encounter while playing a game. Emotional reaction of a…show more content…
There is no singular definition of a video game. To avoid any confusion, the term ‘video games’ will be explicitly defined. Video games encompass both console games and arcade games. The term ‘video game console’ is used to distinguish a console machine primarily designed for consumers to use for playing video games in contrast to arcade machines or home computers. Some recent examples of consoles are Sony's PlayStation 4, Xbox One and Nintendo's Wii U. An arcade game is a coin-operated entertainment machine, usually installed in public businesses, such as restaurants, bars, and particularly amusement…show more content…
The player should able sense his skills improving while playing a game. One of the hooks of playing a game is providing the player with a sense that he is improving his skills within a game. If a player can sense that his skill is improving then he will keep on playing the game. However if a player cannot feel that he is not improving his skill or he is not getting good at it, then he won’t play the game for long. d. The player is feeling that the avatar is not within his full control. Direct control is a pivotal part in gaming. More direct the perception of control, more confident the player feels about their avatar. Otherwise if the control is not responsive and slow, the player loses confidence. The avatar is an expansion of a player. If the avatar is not behaving, as the player wants to, then it’s a formula for disorder and frustration. Moreover, all of the above three experiences are being facilitated by direct control. Interactions can be designed in such a way that can lead to a positive or a negative experience. Now we will see what sort of designs can create these experiences. The Accuracy of

More about Interaction Design In Video Games

Open Document