Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3678957.3685755acmotherconferencesArticle/Chapter ViewAbstractPublication Pagesicmi-mlmiConference Proceedingsconference-collections
research-article

Juicy Text: Onomatopoeia and Semantic Text Effects for Juicy Player Experiences

Published: 04 November 2024 Publication History

Abstract

Juiciness is visual pizzazz used to improve player experience and engagement in games. Most research has focused on juicy particle effects. However, text effects are also commonly used in games, albeit not always juiced up. One type is onomatopoeia, a well-defined element of human language that has been translated to visual media, such as comic books and games. Another is semantic text, often used to provide performance feedback in games. In this work, we explored the relationship between juiciness and text effects, aiming to replicate juicy user experiences with text-based juice and combining particle and text juice. We show in a multi-phase within-subjects experiment that users rate juicy text effects similarly to particles effects, with comparable performance, and more reliable feedback. We also hint at potential improvement in user experience when both are combined, and how text stimuli may be perceived differently than other visual ones. We contribute empirical findings on the juicy-text connection in the context of visual effects for interactive media.

Supplemental Material

ZIP File
.zip file containing a video of the experiment (H.264, .mp4) as well as a .pdf file of the full statistical analysis, and images and videos of all visual effects used in the study.

References

[1]
Vero Vanden Abeele, Katta Spiel, Lennart Nacke, Daniel Johnson, and Kathrin Gerling. 2020. Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences. International Journal of Human-Computer Studies 135 (2020), 102370. https://doi.org/10.1016/j.ijhcs.2019.102370
[2]
Elham Azizi, Larry A. Abel, and Matthew J. Stainer. 2016. The influence of action video game playing on eye movement behaviour during visual search in abstract, in-game and natural scenes. Attention, Perception, & Psychophysics 79, 2 (Dec. 2016), 484–497. https://doi.org/10.3758/s13414-016-1256-7
[3]
Melissa R Beck, Michael Trenchard, Amanda Van Lamsweerde, Rebecca R Goldstein, and Maura Lohrenz. 2012. Searching in clutter: Visual attention strategies of expert pilots. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 56, 1 (2012), 1411–1415.
[4]
Margaret M. Bradley and Peter J. Lang. 1994. Measuring emotion: The self-assessment manikin and the semantic differential. Journal of Behavior Therapy and Experimental Psychiatry 25, 1 (1994), 49–59. https://doi.org/10.1016/0005-7916(94)90063-9
[5]
Loïc Caroux, Ludovic Le Bigot, and Nicolas Vibert. 2013. Impact of the motion and visual complexity of the background on players’ performance in video game-like displays. Ergonomics 56, 12 (Dec. 2013), 1863–1876. https://doi.org/10.1080/00140139.2013.847214
[6]
Julien Cauquis, Victor Rodrigo Mercado, Géry Casiez, Jean-Marie Normand, and Anatole Lécuyer. 2022. “Kapow!”: Studying the Design of Visual Feedback for Representing Contacts in Extended Reality. In Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology (Tsukuba, Japan) (VRST ’22). Association for Computing Machinery, New York, NY, USA, Article 33, 11 pages. https://doi.org/10.1145/3562939.3565607
[7]
Hadidjah Chamberlain and Jason Keyser. 2017. Visual effects bootcamp: Artistic principles of VFX. https://www.gdcvault.com/play/1023943/Visual-Effects-Bootcamp-Artistic-Principles
[8]
Heather Maxwell Chandler. 2008. The game production handbook, second edition (2 ed.). Infinity Science Press, Hingham, MA. 129–202 pages.
[9]
Joseph D. Chisholm and Alan Kingstone. 2015. Action video game players’ visual search advantage extends to biologically relevant stimuli. Acta Psychologica 159 (2015), 93–99. https://doi.org/10.1016/j.actpsy.2015.06.001
[10]
Hyeonah Choi, Jiwon Oh, Minwook Chang, and Gerard J. Kim. 2018. Effect of accompanying onomatopoeia to interaction sound for altering user perception in virtual reality. In Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST. ACM, New York, NY, USA, 1–2. https://doi.org/10.1145/3281505.3281614
[11]
Noam Chomsky. 1956. Three models for the description of language. IRE Transactions on information theory 2, 3 (1956), 113–124.
[12]
Maxime Delmas, Loïc Caroux, and Céline Lemercier. 2022. Searching in clutter: Visual behavior and performance of expert action video game players. Applied Ergonomics 99 (2022), 103628. https://doi.org/10.1016/j.apergo.2021.103628
[13]
William A Dembski. 1991. Randomness by design. Noûs 25, 1 (1991), 75–106.
[14]
Emma Ejelöv and Timothy J. Luke. 2020. “Rarely safe to assume”: Evaluating the use and interpretation of manipulation checks in experimental social psychology. Journal of Experimental Social Psychology 87 (March 2020), 103937. https://doi.org/10.1016/j.jesp.2019.103937
[15]
Émilie Fabre, Adrien Verhulst, Alfonso Balandra, Maki Sugimoto, and Masahiko Inami. 2021. Investigating Textual Visual Sound Effects in a Virtual Environment and their impacts on Object Perception and Sound Perception. In 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, New York, NY, USA, 320–328. https://doi.org/10.1109/ISMAR52148.2021.00048
[16]
Franz Faul, Edgar Erdfelder, Axel Buchner, and Albert-Georg Lang. 2009. Statistical power analyses using G*Power 3.1: Tests for correlation and regression analyses. Behavior Research Methods 41, 4 (Nov. 2009), 1149–1160. https://doi.org/10.3758/brm.41.4.1149
[17]
Martin Flyxe. 2002. Translation of Japanese onomatopoeia into Swedish (with focus on lexicalization). Africa & Asia 2 (2002), 54–73.
[18]
Martin Gardner. 1984. Codes, Ciphers and Secret Writing. Courier Corporation, North Chelmsford, MA, USA.
[19]
Luther C. Gilbert. 1959. Speed of processing visual stimuli and its relation to reading.Journal of Educational Psychology 50 (2 1959), 8–14. Issue 1. https://doi.org/10.1037/h0045592
[20]
Kyle Gray, Kyle Gabler, Shalin Shodhan, and Matt Kucic. 2005. How to prototype a game in under 7 Days. https://web.archive.org/web/20210829214743/https://www.gamasutra.com/view/feature/2438/how_to_prototype_a_game_in_under_7_.php?page=3
[21]
Sarah Grissom. 2018. Real-time VFX: A visual language spectrum. https://www.gdcvault.com/play/1025230/Real-Time-VFX-A-Visual
[22]
Sean Guynes. 2014. Four-Color Sound: A Peircean Semiotics of Comic Book Onomatopoeia. Public Journal of Semiotics 6 (12 2014), 58–72. https://doi.org/10.37693/pjos.2014.6.11916
[23]
[23] Marc Hassenzahl, Michael Burmester, and Franz Koller. n.d. https://www.attrakdiff.de/index-en.html
[24]
Erin Hastings, Ratan Guha, and Kenneth O. Stanley. 2007. NEAT particles: Design, representation, and animation of particle system effects. In Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, CIG 2007. IEEE, New York, NY, USA, 154–160. Issue January 2014. https://doi.org/10.1109/CIG.2007.368092
[25]
Erin J. Hastings, Ratan K. Guha, and Kenneth O. Stanley. 2009. Interactive evolution of particle systems for computer graphics and animation. IEEE Transactions on Evolutionary Computation 13 (2009), 418–432. Issue 2. https://doi.org/10.1109/TEVC.2008.2004261
[26]
Kieran Hicks, Kathrin Gerling, Patrick Dickinson, and Vero Vanden Abeele. 2019. Juicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (Barcelona, Spain) (CHI PLAY ’19). Association for Computing Machinery, New York, NY, USA, 185–197. https://doi.org/10.1145/3311350.3347171
[27]
Kieran Hicks, Kathrin Gerling, Graham Richardson, Tom Pike, Oliver Burman, and Patrick Dickinson. 2019. Understanding the effects of gamification and juiciness on players. In 2019 IEEE Conference on Games (CoG). IEEE, New York, NY, USA, 1–8. https://doi.org/10.1109/CIG.2019.8848105
[28]
Paulina Hollstrand. 2020. Supporting Pre-Production in Game Development: Process Mapping and Principles for a Procedural Prototyping Tool.
[29]
Eric Jamet and Olivier Le Bohec. 2007. The effect of redundant text in multimedia instruction. Contemporary Educational Psychology 32, 4 (2007), 588–598.
[30]
Jesper Juul and Jason Scott Begy. 2016. Good Feedback for bad Players? A preliminary study of "juicy" interface feedback. In Proceedings of first joint FDG/DiGRA Conference, Dundee. DiGRA, Tampere, Finland, 1 pages.
[31]
Dominic Kao. 2020. The effects of juiciness in an action RPG. Entertainment Computing 34, February (2020), 100359. https://doi.org/10.1016/j.entcom.2020.100359
[32]
Catherine Khordoc. 2001. The comic book’s soundtrack: Visual sound effects in Asterix. University Press of Mississippi, Jackson, MS, USA, 156–73.
[33]
Adam Kramarzewski and Ennio De Nucci. 2023. Practical Game Design (2 ed.). Packt Publishing, Birmingham, England. 203–235 pages.
[34]
Shinichi Kusamori. 1968. Sutoori Manga No Bunpo Ron. Giseigo Gitaigo No Ronri [Grammar of Story Manga: Logic of Onomatopoeia].
[35]
Tuck Wah Leong, Frank Vetere, and Steve Howard. 2006. Randomness as a resource for design. In Proceedings of the 6th conference on Designing Interactive systems. ACM, New York, NY, USA, 132–139.
[36]
Rung-Huei Liang. 2012. Designing for unexpected encounters with digital products: Case studies of serendipity as felt experience. International Journal of Design 6, 1 (2012), 41–58.
[37]
Carme Mangiron. 2016. Reception of game subtitles: An empirical study. Translator 22 (2016), 72–93. Issue 1. https://doi.org/10.1080/13556509.2015.1110000
[38]
Richard E Mayer. 2002. Multimedia Learning. In Psychology of Learning and Motivation. Vol. 41. Elsevier, Philadelphia, PA, USA, 85–139.
[39]
Scott McCloud. 2006. Making Comics: Storytelling Secrets of Comics, Manga and Graphic Novels. William Morrow and Company, New York, NY, USA.
[40]
Fusanosuke Natsume. 2013. Manga ni Okeru Onomatope [Onomatopoeia in Manga]. Hitsuji shobo, Tokyo. 217–41 pages.
[41]
Jaani Nordberg. 2020. Visual effects for mobile games: creating a clean visual effect for small screens. Ph. D. Dissertation. Turku University of Applied Sciences.
[42]
Svetlana Ognjanovic, Manfred Thüring, Ryan O Murphy, and Christoph Hölscher. 2019. Display clutter and its effects on visual attention distribution and financial risk judgment. Applied ergonomics 80 (2019), 168–174.
[43]
Jiwon Oh and Gerard J. Kim. 2018. Efect of accompanying onomatopoeia with sound feedback toward presence and user experience in virtual reality. ACM, New York, NY, USA, 2–3. Issue 1. https://doi.org/10.1145/3281505.3283401
[44]
Hadas Okon-Singer, Talma Hendler, Luiz Pessoa, and Alexander J Shackman. 2015. The neurobiology of emotion–cognition interactions: fundamental questions and strategies for future research. Frontiers in human neuroscience 9 (2015), 58.
[45]
Elisa Perego, Fabio Del Missier, Marco Porta, and Mauro Mosconi. 2010. The cognitive effectiveness of subtitle processing. Media psychology 13, 3 (2010), 243–272.
[46]
Robert S Petersen. 2009. The acoustics of manga. A Comics Studies Reader 1 (2009), 63–171.
[47]
Martin Pichlmair and Mads Johansen. 2021. Designing Game Feel: A Survey. In IEEE Transactions on Games. IEEE, New York, NY, USA, 138–152. https://doi.org/10.1109/TG.2021.3072241
[48]
Olivia Rohan, Ryoko Sasamoto, and Rebecca Jackson. 2018. Argumentation, Relevance Theory and persuasion: An analysis of onomatopoeia in Japanese publications using manga stylistics. International Review of Pragmatics 10, 2 (2018), 219–242.
[49]
Ryoko Sasamoto. 2019. Introduction. Springer International Publishing, London, UK, 1–16. https://doi.org/10.1007/978-3-030-26318-8_1
[50]
Ryoko Sasamoto. 2019. Onomatopoeia and the Showing–Saying of Japanese Culture. Springer International Publishing, London, UK, 151–180. https://doi.org/10.1007/978-3-030-26318-8_6
[51]
Ryoko Sasamoto and Rebecca Jackson. 2016. Onomatopoeia – Showing-word or Saying-word? Relevance Theory, lexis, and the communication of impressions. Lingua 175–176 (May 2016), 36–53. https://doi.org/10.1016/j.lingua.2015.11.003
[52]
Daniel J Schad, Antje Nuthmann, and Ralf Engbert. 2012. Your mind wanders weakly, your mind wanders deeply: Objective measures reveal mindless reading at different levels. Cognition 125, 2 (2012), 179–194.
[53]
Ellen Simpson, Samantha Dalal, and Bryan Semaan. 2023. “Hey, Can You Add Captions?”: The Critical Infrastructuring Practices of Neurodiverse People on TikTok. Proceedings of the ACM on Human-Computer Interaction 7, CSCW1 (April 2023), 1–27. https://doi.org/10.1145/3579490
[54]
Tanay Singhal and Oliver Schneider. 2021. Juicy Haptic Design: Vibrotactile Embellishments Can Improve Player Experience in Games. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI ’21). Association for Computing Machinery, New York, NY, USA, Article 126, 11 pages. https://doi.org/10.1145/3411764.3445463
[55]
Jonathan Smallwood, Daniel J Fishman, and Jonathan W Schooler. 2007. Counting the cost of an absent mind: Mind wandering as an underrecognized influence on educational performance. Psychonomic Bulletin & Review 14 (2007), 230–236.
[56]
Ruben M Smelik, Klaas Jan De Kraker, Tim Tutenel, Rafael Bidarra, and Saskia A Groenewegen. 2009. A survey of procedural methods for terrain modelling. In Proceedings of the CASA Workshop on 3D Advanced Media In Gaming And Simulation (3AMIGAS), Vol. 2009. CASA, Amsterdam, The Netherlands, 25–34.
[57]
Wilhelmina Zoe Statham, João Jacob, and Mikael Fridenfalk. 2022. Game environment art with modular architecture. Entertainment Computing 41 (2022), 100476. https://doi.org/10.1016/j.entcom.2021.100476
[58]
Steve Swink. 2008. Game Feel. CRC Press, Boca Raton, FL, USA. 376 pages. https://doi.org/10.1201/9781482267334
[59]
Dominicus Tornqvist and Jennifer Tichon. 2021. Motivated to lose? Evaluating challenge and player motivations in games. Behaviour & Information Technology 40, 1 (2021), 63–84. https://doi.org/10.1080/0144929X.2019.1672789 arXiv:https://doi.org/10.1080/0144929X.2019.1672789
[60]
Raphael Vallat. 2018. Pingouin: statistics in Python. Journal of Open Source Software 3, 31 (2018), 1026. https://doi.org/10.21105/joss.01026
[61]
FL van Ne, JF Juola, and RJAM Moonen. 1987. Attraction and distraction by text colours on displays. In Human–Computer Interaction–INTERACT’87. Elsevier, Philadelphia, PA, USA, 625–630.
[62]
Fangzhou Wang, Hidehisa Nagano, Kunio Kashino, and Takeo Igarashi. 2017. Visualizing Video Sounds With Sound Word Animation to Enrich User Experience. IEEE Transactions on Multimedia 19 (2017), 418–429. Issue 2. https://doi.org/10.1109/TMM.2016.2613641
[63]
Tim Wharton. 2003. Interjections, language, and the ‘showing/saying’continuum. Pragmatics & Cognition 11, 1 (2003), 39–91.
[64]
Glenn Joseph Winters and Jichen Zhu. 2014. Guiding players through structural composition patterns in 3D adventure games. In Proceedings of the 9th International Conference on the Foundations of Digital Games, FDG 2014, Liberty of the Seas, Caribbean, April 3-7, 2014, Michael Mateas, Tiffany Barnes, and Ian Bogost (Eds.). Society for the Advancement of the Science of Digital Games, Ft. Lauderdale, Florida, 35. http://www.fdg2014.org/papers/fdg2014_paper_35.pdf
[65]
Yidi Zhang, Margarida Lucas, and Luís Pedro. 2022. The Design of Multimodal Short Videos: The Case of English Teaching Videos In Tiktok. In INTED Proceedings(INTED2022). IATED, Valencia, Spain, 95691–5699. https://doi.org/10.21125/inted.2022.1463
[66]
Yiwen Zhang, Diego Monteiro, Hai-Ning Liang, Jieming Ma, and Nilufar Baghaei. 2021. Effect of Input-output Randomness on Gameplay Satisfaction in Collectable Card Games. In 2021 IEEE Conference on Games (CoG). IEEE, New York, NY, USA, 01–05.

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
ICMI '24: Proceedings of the 26th International Conference on Multimodal Interaction
November 2024
725 pages
ISBN:9798400704628
DOI:10.1145/3678957
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 04 November 2024

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. game design
  2. juiciness
  3. onomatopoeia
  4. particle effects
  5. text effect
  6. user feedback
  7. visual feedback

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Funding Sources

  • JST ASPIRE Program
  • JST Moonshot R&D Grant
  • JST FOREST

Conference

ICMI '24
ICMI '24: INTERNATIONAL CONFERENCE ON MULTIMODAL INTERACTION
November 4 - 8, 2024
San Jose, Costa Rica

Acceptance Rates

Overall Acceptance Rate 453 of 1,080 submissions, 42%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 95
    Total Downloads
  • Downloads (Last 12 months)95
  • Downloads (Last 6 weeks)14
Reflects downloads up to 13 Feb 2025

Other Metrics

Citations

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media