Simulated motion blur does not improve player experience in racing game
Lavanya Sharan, Zhe Han Neo, Kenny Mitchell, Jessica K. Hodgins
Motion In Games, November 2013, pp. 171--176.
Abstract: Motion blur effects are commonly used in racing games [Sousa 2008; Vlachos 2008; Ritchie et al. 2010] to add a sense of realism as well as to minimize artifacts due to strobing and temporal aliasing [Glassner 1999]. Typically, motion blur computations are expensive, and for real-time applications, trade-offs are made between the quality of the effects and the computational cost. In this work, we wanted to understand: (i) the practical impact of the motion blur effect on the player experience; and (ii) whether the value gained by including the effect is worth the extra cost in computation, real-time performance, development time, etc. We studied the objective and subjective aspects of the player experience for Split Second: Velocity (Black Rock Studios, Disney), a high-speed racing game, in the presence and absence of the motion blur effect. We found that neither objective measures of participants' performance (e.g., time to complete a race) nor subjective measures of the player experience (e.g, enjoyment of a race, perceived speed) were affected, even though participants could reliably detect the presence of the motion blur effect. We conclude that motion blur effects, while useful for reducing artifacts and achieving a realistic 'look', do not significantly enhance the player experience.
@inproceedings{Sharan:2013:SMB,
author = {Lavanya Sharan and Zhe Han Neo and Kenny Mitchell and Jessica K. Hodgins},
title = {Simulated motion blur does not improve player experience in racing game},
booktitle = {Motion In Games},
pages = {171--176},
month = nov,
year = {2013},
}
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