Study reveals how gamers expect the Wiimote to perform

Wiimote - Image 1We have heard (or read) varied gamer comments about the Wiimote‘s performance, and its certainly good to know that some people cared to check out how gamers actually expect Nintendo’s Wiimote to perform.

A consultant from Serco Usability Services conducted an in-depth study of the Wiimote, and reveals something quite interesting: despite the novelty and innovation granted by the motion-sensing controller, gamers unconsciously expect it to function like the more conventional controllers.

The study revealed that gamers had a tendency to use the Wiimote and the Nunchuck more or less the same way they used other controllers, just chopped in half. The Nunchuck, held in the left hand, acted as the left part of the chopped analog controller, while the Wiimote acted as the right half. The study explained that gamers already had controller expectations ingrained into their brains, after having gone through various controller incarnations sporting more or less the same button layout.

For instance, the study noted that gamers expect the Nunchuck stick to be used as a replacement to the analog stick of more conventional controllers, the means of navigation through the game. On the other hand, the Wiimote’s cross – the button that looks and acts like a D-pad – is positioned to be used in the right hand, making it a good trigger for attack mechanisms or to access inventory. The Wiimote cross’ positioning makes it a bit awkward to be used as a D-pad, unless the Wiimote is used horizontally.

The study showed that unconventional use of the controller oftentimes disorients the gamer. In Red Steel, for instance, the game requires the Wiimote to be “wiggled” to open doors, instead of an easier (and normal) push of a button. The study asserts that such controller functions are not as intuitive as Nintendo may claim the Wiimote to be, and game designers should focus on making the controls natural and simple to further enhance gaming experience.

Game designers opting to create Wii games should pause and take a look at Serco’s research. The study does make for an interesting read; do check it out when you have the time.

Check out the entire results of Serco’s study at the Read Link!

Wiimote - Image 1We have heard (or read) varied gamer comments about the Wiimote‘s performance, and its certainly good to know that some people cared to check out how gamers actually expect Nintendo’s Wiimote to perform.

A consultant from Serco Usability Services conducted an in-depth study of the Wiimote, and reveals something quite interesting: despite the novelty and innovation granted by the motion-sensing controller, gamers unconsciously expect it to function like the more conventional controllers.

The study revealed that gamers had a tendency to use the Wiimote and the Nunchuck more or less the same way they used other controllers, just chopped in half. The Nunchuck, held in the left hand, acted as the left part of the chopped analog controller, while the Wiimote acted as the right half. The study explained that gamers already had controller expectations ingrained into their brains, after having gone through various controller incarnations sporting more or less the same button layout.

For instance, the study noted that gamers expect the Nunchuck stick to be used as a replacement to the analog stick of more conventional controllers, the means of navigation through the game. On the other hand, the Wiimote’s cross – the button that looks and acts like a D-pad – is positioned to be used in the right hand, making it a good trigger for attack mechanisms or to access inventory. The Wiimote cross’ positioning makes it a bit awkward to be used as a D-pad, unless the Wiimote is used horizontally.

The study showed that unconventional use of the controller oftentimes disorients the gamer. In Red Steel, for instance, the game requires the Wiimote to be “wiggled” to open doors, instead of an easier (and normal) push of a button. The study asserts that such controller functions are not as intuitive as Nintendo may claim the Wiimote to be, and game designers should focus on making the controls natural and simple to further enhance gaming experience.

Game designers opting to create Wii games should pause and take a look at Serco’s research. The study does make for an interesting read; do check it out when you have the time.

Check out the entire results of Serco’s study at the Read Link!

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