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Quantifying “Magic”: Creating Good Player Experiences on Xbox Kinect

Quantifying “Magic”: Creating Good Player Experiences on Xbox Kinect
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Author(s): Kristie J. Fisher (Google, USA), Timothy Nichols (Microsoft, USA), Katherine Isbister (University of California – Santa Cruz, USA)and Tom Fuller (Tableau Software, USA)
Copyright: 2017
Pages: 16
Source title: Transforming Gaming and Computer Simulation Technologies across Industries
Source Author(s)/Editor(s): Brock Dubbels (McMaster University, Canada)
DOI: 10.4018/978-1-5225-1817-4.ch001

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Abstract

In November 2010, Microsoft released the Kinect sensor as a new input device for the Xbox 360 gaming console, and more recently the “next generation” of Kinect was released in November 2013 as part of the Xbox One entertainment system. Kinect enables users to control and interact with on-screen elements by moving their bodies in space (e.g., move characters, select menu items, manipulate virtual objects) and via speech input. The team at Microsoft Studios User Research (SUR) has worked with game designers, programmers, and hardware developers on games and other applications that use Kinect. In this article the authors leverage data SUR has collected over the development cycles of many different games created for many different audiences to summarize the unique user experience challenges that the Kinect sensor brings to game development. The authors also propose principles for designing fun and accessible experiences for Kinect.

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