Gameplay Evaluation of the Trackball Controller
Daniel Natapov
I. Scott M acKenz ie
Department of Computer Science and Engineering
York University, Toronto, Canada
{dnatapov , mack}@cse.yorku.ca
ABSTRACT
We present a study of user performance in a First Person Shooter
game comparing a prototype trackball controller, a standard game
controller, and a keyboard and mouse. The prototype controller
replaces the right analog stick of a standard game controller (used
for pointing and camera control) with a trackball. To measure the
performance of the three input devices, participants played two
games. Penguin Hunt measured the number of target hits per
minute, which was 28.1 with the keyboard and mouse, 22.9 with
the trackball controller, and 21.7 with the standard controller.
Modern Warfare measured average completion times, which were
26.8 s with the keyboard and mouse, 31.8 s with the trackball
controller and 35.5 s with the standard controller. The trackball
controller represents a 5.5% target hits increase over the standard
controller in Penguin Hunt, and a 10.4% speed-up in trial
completion time in Modern Warfare.
Categories and Subject Descriptors
H.5.2 User Interfaces. Input devices and strategies.
General Terms
Design, Experimentation, Human Factors.
Keywords
Game controllers, trackball, joystick, analog stick, pointing
devices, performance evaluation, video games, game input
1 INTRODUCTION
Game playing on the PC offers a different experience than game
playing on a console. Not surprisingly, there is considerable
Internet debate on which is better. The differences are numerous,
ranging from insignificant to major. For example, the TV screen
used with consoles is generally larger than the PC’s smaller
screen. In terms of performance, a good PC has more processing
power and better graphics than a console. In terms of price,
consoles are generally less expensive than a PC. The list of
differences goes on, but an important difference, which is the
focus of this research, is the input method.
PC games are played using the keyboard and mouse, on a
supporting surface such as a desk. Console games are played using
handheld console controllers, either sitting or standing, and
without a supporting surface. Console controllers come in a
variety of types. The standard input device is a gamepad, such as
the Microsoft Xbox 360 controller, or the Sony PlayStation 3
controller. We refer to these as “standard controllers”, as they
have similar arrangements of buttons, triggers, and analog sticks.
Another method of input is motion sensing, such as the Nintendo
Wiimote or the upcoming Microsoft Project Natal and Sony
PlayStation Move. Other methods of input include specialty
controllers, such as guitars, mats, guns, etc.
This paper focuses on the difference between PC controls and
standard game controllers. We are not investigating specialized
controllers or motion sensing controllers, as they are task-specific
and often used for tasks of a different nature than standard PC
controls, making for an invalid comparison. On the other hand, PC
controls share a lot of similarities with standard controllers. Both
types are generally used for similar genres of games, with the
same games often playable both on consoles and the PC. Both
types of controllers are also similar in their use of buttons for
input. The main differences between the two are the analog thumb
joysticks used by gamepads, which are not present on PC controls.
Analog sticks became standard on game controllers when gaming
became three-dimensional. The first analog stick was introduced
on the Nintendo 64 controller in 1996. Analog sticks are useful for
3D games, since they allow for motion in more than eight
directions (as offered by the directional pad). A second analog
stick was added, since in 3D games camera position and
orientation is player controlled. The second analog stick was used
to pan the camera in a larger number of directions than possible
with buttons, and at varying speeds. At present, in most 3D games,
and First-Person Shooters (FPS) specifically, the left analog stick
is used for character movement, while the right analog stick is
used for camera control and pointing. On the PC, the
W, S, A, and D
keys are used for motion, while the mouse is used for camera
control and pointing.
The left analog stick performs well compared to the
W, S, A, and D
keys. It specifies a direction of motion, and allows for movement
in more directions and at varying speeds. The right analog stick,
on the other hand, performs poorly compared to the mouse for
pointing and camera control. The mouse specifies a position, while
the analog stick specifies a panning direction, with the former
being faster and more accurate. In terms of throughput, which is a
measure of pointing speed and accuracy [6], the mouse is vastly
superior to the analog stick – the throughput of the analog stick
was measured to be 61% lower [7]. The purpose of our research is
to bridge the gap between gamepads and PC controls in terms of
pointing.
Using the mouse is not feasible with gamepads, as a mouse is
operated on a supporting surface, while gamepads are handheld.
Instead, we created a prototype which replaces the right analog
stick of a gamepad with a trackball (Figure 1). Earlier, we
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evaluated the trackball controller in terms of pointing in a Fitts’
law experiment [8] and found that the trackball controller offers
approximately a 60% increase in throughput over the analog stick
for novice and advanced gamepad users. We also found that cursor
path was less direct with the trackball as compared to the analog
stick. The previous study involved a simple pointing task, and as a
consequence a number of questions remain unanswered. It is
uncertain whether the controller offers performance benefit in a
realistic task, as opposed to a pointing task (as pointing and
camera control are similar but not identical). It is also unclear
whether a less direct cursor path has a detrimental effect on
camera control.
Figure 1: Trackball controller
To address these questions, this study compares the trackball
controller to a standard controller and a keyboard and mouse, in a
realistic gameplay task. Participants used the three input methods
in two FPS games: Penguin Hunt [3] and Infinity Ward’s Call of
Duty 4: Modern Warfare [1]. Our hypothesis is that while the
keyboard and mouse are still the best method of input
(performance wise), the trackball controller will yield an
improvement over the standard controller. Our aim is for this new
prototype to bridge the gap between standard gamepads and PC
controls, offering an alternative that is better for camera control
and pointing, but is still usable in a handheld fashion.
1.1 Related Work
Klochek and MacKenzie presented five new performance metrics
to quantify differences between video game controllers [5]. The
experiment compared an Xbox gamepad and a standard PC mouse
in a target-tracking task. Performance was compared according to
five cursor path metrics. The significant finding was that the
mouse allowed participants more control over acceleration than
the gamepad, which in turn helped correct errors in position. The
trackball will also allow more control over acceleration than the
analog stick.
Isokoski and Martin report on a number of studies comparing
performance of input devices for FPS games. In one, they
compared an Xbox 360 controller (gamepad) to a mouse and
keyboard combination for use in FPS games [4]. Participants
played a simple FPS game called Penguin Hunt. The number of
targets hit in a trial was used as the measure of performance.
Results showed that the keyboard and mouse combination
performed better in terms of the number of target hits than the
Xbox 360 controller. In a similar study, they compared the
Xbox 360 controller to a keyboard and mouse, and to a keyboard
and mouse aided by eye tracking [2]. As before, performance was
measured in terms of target hits. The keyboard and mouse again
performed better than the Xbox 360 controller, which confirms
their previous result. The eye tracking assisted keyboard and
mouse performed on par with the Xbox 360 controller.
In the following section, we describe our methodology. The goal
was to compare the prototype trackball controller to the standard
controller and to the keyboard and mouse, in terms of performance
in FPS games.
2 METHOD
2.1 Participants
The problem with comparing our prototype to existing devices is
the confounding influence of participants’ prior experience. It is
reasonable that participants will perform better with the device
with which they are familiar. Unfortunately, as no participants
could be experienced with our prototype, it created the risk of a
biased comparison. As a consequence, we initially planned to only
use participants who had no experience with FPS gaming using
any input device in order to eliminate prior experience as a
confounding variable.
Unfortunately, such a participant pool turned out to be unusable.
We performed a pilot study with novice game players, who had no
experience with either input method, and found that the task of
playing even simple FPS games is too complex for novices to
obtain any clear results during a short study. Participants were
frustrated, confused, and often unable or unwilling to complete the
task. The resulting data had too much variance from participants
learning the task; the variance overshadowed any differences
resulting from the input methods used.
As a result, we used participants who were advanced FPS players,
despite this biasing the comparison against our prototype. As a
consequence, the differences presented here are understated. For
the final study, we recruited 18 participants, self assessed as
advanced FPS players (on either consoles or the PC). Participants’
adeptness at FPS gaming was also validated based on the task.
Some participants who performed below expectation, or were
outliers, were removed. In the end, we used the scores of 16 of the
18 participants (discussed below).
Prior to beginning, all participants completed a pre-experiment
demographic questionnaire. A question asked whether participants
had previously played Call of Duty 4: Modern Warfare. Although
all participants were advanced FPS players, they ranked their
platform experience on PCs and consoles, and with gaming in
general using the following categories:
Beginner (use/play never or rarely)
Intermediate (use/play occasionally)
Advanced (use/play often)
Participants were recruited from the local campus and the local
community, and paid for their participation. We divided
participants into three groups, based on platform experience:
players advanced on consoles, players advanced on the PC, and
players advanced on both. Each group had 6 participants for a total
of 18 participants. The average age was 23.2 (SD = 4.13). On
average, participants took one hour to complete the study. Eleven
of 18 participants stated they previously played Modern Warfare.
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2.2 Apparatus
2.2.1 Hardware
The experiment was conducted on a Sony VAIO laptop running
Windows 7. For the keyboard and mouse conditions, the laptop’s
keyboard was used with a USB mouse (Logitech Laser). A
Microsoft Xbox 360 wired controller was used for the standard
controller condition (connected through USB). For the trackball
controller we built a prototype using a Microsoft Xbox 360 wired
controller and a wired Logitech Trackman Wheel trackball. We
used the Xbox 360 controller as the housing for the prototype so
that the form factor for both is the same, except for the trackball
replacement.
The prototype controller replaced the right analog joystick with a
trackball. The optical camera and original housing of the trackball
were glued to the underside of the top half of the Xbox 360
controller. The trackball was placed in the housing, and a plastic
lid was attached so that the trackball was moveable but secure.
The rest of the trackball, excluding all unnecessary parts (such as
button and scroll wheel controls), were attached to the bottom of
the Xbox 360 controller, where the battery pack is on a wireless
controller.
The resulting prototype is seen in Figure 1. The prototype
connects to the PC with two USB cables: one for the trackball for
mouse motion, and the other for the game controller for all other
inputs.
2.2.2 Software
The first task involved shooting targets in a game called Penguin
Hunt. This game was previously used to measure the FPS
performance of input devices [2, 4]. We used the same software
for our analysis so that our results will be comparable to previous
work. The game world in Penguin Hunt consists of a square-
shaped randomly generated terrain, with different height levels,
and randomly placed trees. The game also contains 10 randomly
placed penguin targets, which move slowly in a random direction.
The goal is to shoot the targets. Trees block the movement of the
player and are also impenetrable to the weapon. When a target is
shot it disappears and another appears at a random location.
Ammunition is unlimited. A screen shot of the game is shown in
Figure 2.
Figure 2: Screenshot of Penguin Hunt
For the standard controller condition, the left analog stick was
used for movement, while the right analog stick was used for
turning/aiming. The right trigger was used for shooting. The
developers of the software reported that the angular rotation
velocity was 270 degrees per second, following the Xbox version
of Halo. Following the instructions of the Xbox controller
programming manual, the displacement-velocity transfer curve
was cubed [4]. For the trackball controller condition, the left
analog stick was used for movement, and the right trigger for
shooting, exactly like in the standard controller condition. The
trackball was used for turning and camera control. For the
keyboard and mouse condition, the
W, S, A, and D keys were used
for movement and the mouse was used for camera control. The
left mouse button was used for shooting. The mouse and trackball
had the same sensitivity, and pointing acceleration (gain) was
turned on for both.
Each game trial lasted 120 s. The top right corner of the game
screen showed the remaining time, and the number of targets hit
so far. Hits and misses were accompanied by sounds to provide
auditory feedback. The game logged the number of targets hit, the
distance between the player and the target when a target was hit,
and the number of misses.
The second task involved playing the PC version of Infinity
Ward’s Call of Duty 4: Modern Warfare, run at a resolution of
1366 768. This commercial game was chosen due to its training
level. Part of the game’s introduction involves the player
completing an army-like obstacle course called the cargo ship
mockup. The mockup involves navigating a “ship”, moving from
one station, or “position”, to the next and completing objectives in
each. Each position involves some offensive action, such as
shooting cardboard targets, or throwing flashbangs (blinding
grenades) into rooms. In total, there are 6 positions, 2 of which
require throwing a flashbang, and 10 cardboard targets spread out
across the positions. The entire event is timed, with the goal to
complete all objectives as quickly as possible.
Looking directly at a thrown flashbang blinds the player
(represented by the screen going white for a few seconds, and
sounding a ringing noise). This has a negative impact on
completion time. To avoid being blinded, the player either moves
behind a wall or pans the camera away from the blast area.
Overall, this level was a good comparative task as it is
representative of actions in FPS games, while being short and
identical between trials. Specifically, it involves navigation,
camera control, aiming and shooting, taking cover (to not be
blinded by flashbangs), sprinting, etc.
Completion of the obstacle course represents a trial, which
participants repeated multiple times. Before a trial, participants
restocked on flashbangs and ammo. The gun held 30 bullets,
which was enough to shoot all targets without reloading, but
reloading was still possible. At the end of a trial, the game
displayed the time to finish the course and an accuracy score from
0 to 3. The accuracy score is a “black box”, in that we do not
know how it is calculated. The accuracy score is subtracted from
the time to obtain the final time. In essence, the final time
represents both speed and accuracy. Having no access to the game
code, we manually recorded the time and accuracy of each trial.
Figure 3 shows a screenshot of the cargo ship mockup level.
We used the PC version of Modern Warfare, with the default
control configuration used for the keyboard and mouse condition.
Specifically, the
W, S, A, and D keys were used for movement,
while the mouse was used for camera control. The right mouse
button was used for looking down the sight of the gun (zooming
in) and the left mouse button was used for shooting. S
HIFT was
used for sprinting,
R for reloading, and ‘4’ for throwing
flashbangs.
169
Figure 3: Screenshot of Call of Duty 4: Modern Warfare
To use the standard and trackball controllers with the PC version
of Modern Warfare, we used an emulator called XPAdder [9],
which allows emulation of game controller input as mouse and
keyboard input. For the standard controller condition, we used the
default key configuration of the Xbox 360 version of the game.
Specifically, we mapped the left analog stick to movement (
W, S,
A
, and D) and the right analog stick to camera contro (mouse
motion), with the left trigger for aiming down the sights and the
right trigger for shooting. Pressing down the left analog stick was
used for sprinting, ‘
X’ was used for reloading, and the left
shoulder button was used for throwing flashbangs. For the
trackball controller condition, XPAdder was configured exactly as
it was for the Xbox 360 controller, except for aiming and turning,
for which the trackball was used instead.
XPAdder allows setting the analog stick sensitivity when
emulating a mouse. The emulated sensitivity needed to match the
sensitivity on the Xbox 360 version of the game. To that end, we
compared the turning velocity of an emulated controller on the PC,
to a controller on the Xbox 360 version of Modern Warfare. We
set the sensitivity so that turning 360 degrees by maximum analog
stick displacement takes as long with the emulated controller on
the PC as on the Xbox 360 game.
Despite our attempt to emulate the Xbox 360 controller on the PC,
the mapping was not exact. The Xbox 360 version of the game has
a number of features, or “handicaps”, which are not present on the
PC version of the game. Specifically, aiming down the sights, or
zooming in, on the Xbox 360 version of Modern Warfare slows
down the camera panning speed, but it does not do so on the PC
version. Additionally, pulling the left trigger to aim down the
sights “locks on” to the nearest target (positions the crosshead on
it) on the Xbox 360 version of the game, but not on the PC version.
That Infinity Ward includes targeting assistance mechanisms on
the console version of the game, but not on the PC version,
indicates that developers are aware of the shortcomings of
standard controllers in terms of accurate pointing.
2.3 Procedure
The purpose of the experiment was explained to participants. They
were then asked to give informed consent for their participation
and fill out a pre-experiment questionnaire. The first task was
playing Penguin Hunt. Before each control scheme was used,
participants were given a 120 s practice trial to familiarize
themselves with the controls. The results of the practice session
were discarded. Participants performed four recorded trials of
120 s each, with each controller.
After completing all trials on Penguin Hunt, with all controllers,
participants switched to Modern Warfare. Participants were given
a number of practice trials to familiarize themselves with the
game, the goals, and the obstacle course. These familiarization
trials were not recorded. Once participants were reasonably
familiar, recording started. The results of the first trial with each
controller were also not recorded, as they too were considered
practice trials. Participants performed 10 recorded Modern
Warfare trials with each controller. Each trial took approximately
30 s, which allowed us to have more trials than with Penguin
Hunt. After completing both tasks, participants were asked to fill
out a post-experiment questionnaire.
2.4 Design
The Penguin Hunt part of the experiment employed a 3 4 3
mixed design. There were three independent variables:
Input Device (PC, standard, trackball)
Trials (1 to 4)
Experience Group (PC, console, both)
Input Device and Trials were within-subjects variables.
Experience was a between-subjects variable. Input Device was
counterbalanced according to a Latin square. Each trial lasted
120 s. In total, participants performed 4 (Trials) × 3 (Input Device)
× 3 (Experience Groups) × 6 (participants per group) = 216 trials.
The dependent variables were hits (count), misses (count), and
distance to target (pixels).
The Modern Warfare part of the experiment employed a 3 10
3 mixed design. The independent variables were:
Input Device (PC, standard, trackball)
Trials (1 to 10)
Experience Group (PC, console, both)
Input Device and Trials were within-subject variables. Experience
was a between-subjects variable. Input Device was
counterbalanced according to a Latin square. Each trial consisted
of a completed cargo ship mockup level run. In total, participants
performed 10 (Trials) × 3 (Input Devices) × 3 (Experience
Groups) × 6 (participants per group) = 540 trials. The dependent
variables were final time (seconds) and accuracy (score).
3 RESULTS AND DISCUSSION
3.1 Outliers
After completing the obstacle course in Modern Warfare, the
game provides a recommended playing difficulty, based on the
player’s final time. The recommended difficulties are as follows:
Veteran (Expert): If the final time is under 20 s.
Hardened (Advanced): If the time is under 26 s.
Regular (Intermediate): If the time is under 40 s.
Recruit (Novice): If the time is over 40 s.
We feel that this recommendation is accurate and we used it to
validate participants’ self-assessed proficiency. To be included in
the study, each participant had to reach the Hardened difficulty on
at least one trial, with any input device. In other words, at least
one trial had to be completed in less than 26 s.
All but one participant met this requirement, which indicated that
overall, participants’ self-assessment was accurate. The one
participant (from the advanced PC players group) who did not
meet the requirement, and was likely not an advanced FPS player,
was disqualified. We removed the participant’s scores from the
170
data in order to reduce variability. Additionally, a player from the
advanced console players group was removed due to being an
outlier. The participant had scores which were more than 3
standard deviations away from the mean. As a consequence, the
data in the results are based on 16 participants instead of 18: five
players advanced on the PC, five players advanced on consoles,
and six players advanced on both.
3.2 Penguin Hunt
3.2.1 Hits
We first present the results for the three experience groups
combined. Though a trial lasted 120 s, we present the results as the
average number of hits per minute. Other research has used
different trial lengths with Penguin Hunt, so reducing the score to
a ratio makes it more comparable. The results are shown in Figure
4. All figures show standard error bars.
Figure 4: Penguin Hunt hits per minute, across the four trials.
Overall, the number of hits per minute using the keyboard and
mouse was 28.1. This is 18.5% higher than the trackball
controller’s 22.9 hits per minute, and 22.8% higher than the
standard controller’s 21.7 hits per minute. Comparing just the
console controllers, the trackball controller represents a 5.5%
improvement over the standard controller. The difference between
the input devices was statistically significant overall
(F
2,30
= 37.63, p < .0001), but a post hoc Tukey-Kramer test
revealed the difference to only be significant between PC controls
and standard controller, and between PC controls and trackball
controller. The difference between the standard controller and the
trackball controller was not significant. The order effect was also
not significant (F
2,30
= 0.33, ns), indicating that counterbalancing
was effective. It is not surprising that the keyboard and mouse
outperformed both console controllers. It was the expected result
since, in terms of throughput, the mouse (4.5 bps) is known to be a
faster and more accurate pointing device than the trackball
(3.0 bps) and the analog stick (2.0 bps).
Based on the results, participants not advanced with PC controls
still performed well with the keyboard and mouse, but participants
not familiar with the standard controller performed poorly using it.
This may be due to participants’ familiarity with the keyboard and
mouse for non-game tasks. Advanced PC players had an average
of 26.9 hits per minute with PC controls. Advanced console
players also performed well with PC controls, and had an average
of 27.6 hits per minute. This indicates that it is easy to learn to
play with the keyboard and mouse.
On the other hand, while advanced console players performed well
with the standard controller, and had an average of 26.0 hits per
minute, advanced PC players struggled with the standard
controller, and had a lower average of 18.2 hits per minute. This
indicates that it is more difficult to use the standard controller
without practice. The Experience Input Device interaction effect
was significant (F
2,30
= 11.83, p < .0001), with the Tukey-Kramer
test revealing that there was a difference between console players
and PC players using the standard controller, but no difference
between the two when using PC controls.
The gap between the trackball and standard controllers is not as
large as was hoped. This stands to reason, as two thirds of our
participant pool were experienced with the standard controller, but
none were experienced with the trackball controller. Despite this,
the trackball controller had a higher average of hits per minute
than the standard controller.
Based on the figures in previous research using Penguin Hunt, the
average number of hits per minute using the Xbox 360 controller
was between 13 and 18 [2, 4], lower than our average of 21.7. On
the other hand, using PC controls, participants in previous research
averaged between 23 and 28 hits per minute [2, 4], which is
comparable to the 28.1 hits per minute observed with our
participants. The difference in scores with the Xbox 360 controller
may be due to prior participant experience. Two thirds of our
participants were advanced players using standard controllers. The
experience level of participants in previous research is not
specified.
To better illustrate how each group of participants performed with
the various controllers, we provide separate analyses based on
experience group. The results for the advanced PC players are
seen in Figure 5 (left). The average number of hits per minute was
highest with PC controls, at 26.9. This is not surprising, since
participants in this group were only experienced with keyboard
Figure 5: Penguin Hunt hits per minute per group: advanced PC players (left), advanced players on both systems (middle), and
advanced console players (right).
171
and mouse gaming. The trackball controller had an average of
21.3 hits per minute, which was higher than the standard
controller’s average of 18.2. The trackball controller represents a
17.0% improvement over the standard controller for participants in
this group. The difference based on Input Device was statistically
significant, (F
2,8
= 54.16, p < .0001), and the Tukey-Kramer test
revealed that it was significant between all pairwise comparisons.
This result is important, as it indicates that participants who are
unfamiliar with either standard console controllers or the trackball
controller, perform significantly better with the trackball
controller. The value of 18.2 hits per minute obtained with the
standard controller is comparable to the range of results seen in
previous research [2, 4], which indicates that their participants
were not advanced players with standard controllers.
The results for participants who were advanced with both consoles
and the PC are shown in Figure 5 (middle). PC controls once
again perform best, with an average of 29.5 hits per minute.
Participants again performed better using the trackball controller
than the standard controller, with 23.4 hits per minute and 21.1
hits per minute respectively. The difference is statistically
significant (F
2,10
= 34.83, p < .0001), but the Tukey-Kramer test
revealed no significance between the trackball controller and the
standard controller. Though significance was not obtained
between the two controllers, on average, participants performed
better using the trackball controller, despite being advanced
players with the standard controller.
Finally, we analyzed the results for participants who were
advanced console players. These are shown in Figure 5 (right).
Participants in this group did not perform best with the standard
controller, which is surprising considering their experience.
Instead, the highest number of hits per minute was obtained with
PC controls: 27.6. Average hits per minute were 26.0 with the
standard controller and 24.0 with the trackball controller. The
difference was statistically significant (F
2,8
= 12.33, p < .005), but
a Tukey-Kramer test revealed significance only between the PC
controls and the trackball controller. Despite participants in this
group being only advanced with standard controllers, they did not
perform better with it. This alone indicates deficiencies with the
standard controller. It is likely that with equal experience the
trackball controller, as well as PC controls, will perform better
than the standard controller.
3.2.2 Misses
In addition to the number of hits, we counted the number of times
participants missed with each device. On average, participants
missed 6.6 times per minute using the keyboard and mouse, 4.1
times per minute using the trackball controller, and 6.2 times per
minute using the standard controller. The difference was not
statistically significant (F
2,30
= 0.96, ns).
3.2.3 Distance to Target
For each target hit, we logged the distance in pixels between the
target and player. We did not expect to obtain interesting results,
due to participants’ varying preferences and play styles, but a
relationship did surface. The results for distance to target per trial
are shown in Figure 6. The average distance to target was 130.9 px
using PC controls, 114.6 px using the trackball controller and
101.4 px using the standard controller. The difference was
statistically significant, (F
2,30
= 11.43, p < .0005), but the Tukey-
Kramer test revealed significance only between PC controls and
the standard controller.
Figure 6: Penguin Hunt average distance to target, per trial.
Targets appear smaller when they are shot from a distance. This
result signifies that participants felt most comfortable shooting at
smaller, farther away targets when using the mouse, and least
comfortable when using the standard controller. This in itself is a
statement about the different levels of precision and accuracy of
the three devices.
3.2.4 Summary
We have shown that advanced PC players, as well as advanced PC
and console players, perform better in Penguin Hunt with the
trackball controller than with the standard controller. We expect
that with practice the benefit of the trackball controller will grow,
and further increase the performance gap, even for advanced
console players.
3.3 Call of Duty 4: Modern Warfare
3.3.1 Final Time
We present the results for the final time in Modern Warfare next.
As noted, final time is the time for a participant to run the cargo
ship mockup level, minus the accuracy bonus. Faster (lower) times
are better. The average times per input device, across the 10 trials,
are shown in Figure 7.
Figure 7: Modern Warfare final time per input device.
On average, participants were fastest using PC controls, with an
average final time of 26.8 s. As hypothesized, the average time
using the trackball controller was faster than using the standard
controller. The average time using the keyboard and mouse is
18.6% faster than the trackball controller’s average time of 31.8 s,
and 32.5% faster than the standard controller’s time of 35.5 s.
Comparing just the console controllers, the trackball controller
represents a 10.4% speed-up in trial completion time over the
172
standard controller. The difference was statistically significant
(F
2,30
= 14.50, p < .0001), and the Tukey-Kramer test revealed
significance between all pairwise comparisons. The effect of
group was not significant (F
2,30
= 1.64, p > .05), indicating that
counterbalancing was effective.
This is an important result. Despite none of the participants having
experience with the trackball controller, participants performed
better using it than the standard controller. There is also an
improvement across the trials for all devices, as participants
become familiar with the task. Indeed, the difference based on trial
is significant (F
9,135
= 7.41, p < .0001), with the earlier trials (1
and 2) being slower than the later trials (5 - 10). Despite obtaining
significance in the overall results, we analyzed the results
individually by experience.
Participants in the advanced PC players group, and unfamiliar
with either gamepad, performed better with the trackball than the
standard controller by a significant margin. The results are shown
in Figure 8 (left). The average time with the keyboard and mouse
was fast: 26.7 s. The average time with the trackball controller was
33.9 s, almost 8 s faster than the standard controller’s average time
of 41.7 s. The trackball controller represents an 18.7% speed-up
over the standard controller for this group. The difference was
statistically significant (F
2,8
= 3.61, p < .005), and the Tukey-
Kramer test revealed that the significance was between the PC
controls and the standard controller, and between the trackall
controller and standard controller. The difference between the
trackball controller and PC controls was not significant. This is
similar to the results obtained with Penguin Hunt; participants
who are unfamiliar with either console controller perform better
with the trackball controller.
The results for participants who are advanced players on both
consoles and the PC are shown in Figure 8 (middle). The same
pattern appears: the keyboard and mouse is fastest, and the
standard controller is slowest; but the gap between the conditions
is narrower than for the PC players’ group. The average time was
25.1 s with the keyboard and mouse, 30.8 s with the trackball
controller, and 33.4 s with the standard controller. The difference
was statistically significant (F
2,10
= 11.16, p < .005), but it is only
significant between the PC controls and the two console
controllers, and not significant between the trackball and the
standard controller. Despite this, as with Penguin Hunt, the
standard controller, on average, still performed worse than the
trackball controller, despite participants’ prior experience. We
expect that given equal experience, the trackball controller will
perform better by a larger margin.
The results for participants who were advanced console players
are shown in Figure 8 (right), and it is clear that no well defined
relationship exists. The average final time was 28.7 s for the
keyboard and mouse, 29.6 s for the trackball controller, and 30.3 s
for the standard controller. Not surprisingly, the difference is not
statistically significant, (F
2,8
= 0.52, ns). But the fact that
participants, who are advanced at using the standard controller and
nothing else do not perform any worse with other controllers, is
telling.
3.3.2 Accuracy
We recorded the accuracy bonus awarded per trial. Though we do
not know how the accuracy bonus is calculated (Infinity Ward has
not disclosed this information), we know that it is based on the
amount of misses, and that the minimum bonus is 0 and the
maximum bonus is 3. The results for the average accuracy bonus
are shown in Figure 9. As with other dependant variables, the best
performance and highest accuracy bonus was achieved using the
keyboard and mouse, and the worst using the standard controller.
The average accuracy bonus was 2.6 using the keyboard and
mouse, 1.7 using the trackball controller, and 1.1 using the
standard controller. The difference was statistically significant
(F
2,30
= 41.51, p < .0001), with the Tukey-Kramer test showing
significance between all pairwise comparisons.
Figure 9: Modern Warfare, accuracy bonus per trial.
3.3.3 Summary
These results mirror the results from Penguin Hunt, with the
keyboard and mouse offering the best performance, the standard
controller offering the worst performance, and the trackball
controller offering midway performance. As before, the most
visible gap between the two console controllers is for participants
who are unfamiliar with both, while there is no difference for
Figure 8: Modern Warfare final time per group: advanced PC players (left), advanced players on both systems (middle), and advanced
console players (right).
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participants familiar with one but not the other. When all groups
are combined, on average, participants were faster by 3.6 s with
the trackball controller than the standard controller. This may not
seem like a big improvement; however, it is important to
remember that participants were largely experienced with one
controller but not with the other. It is also worth noting that the
Modern Warfare task was complicated, with a lot of randomness
and variability, including luck, participant strategy, mistakes,
reload times, flashbang blindness, sprinting or walking, aiming
down the sights or firing from the hip, etc. The fact that despite all
these variables, and by changing only the method of aiming with
the controller, participants were able to shave 3.6 s off their time
(a 10.4% speed-up), while using an unfamiliar controller indicates
a considerable improvement indeed!
3.4 Qualitative Results
At the end of the experiment participants completed a
questionnaire. They were asked to rank the input devices in terms
of playing preference for each game. For Penguin Hunt, 15 out of
16 participants (93.8%) rated the trackball controller ahead of the
standard controller in terms of preference – an overwhelming
majority. For Modern Warfare, 11 out of 16 participants (68.8%)
rated the trackball controller ahead of the standard controller. It
appears that the increase in performance offered by the trackball
controller over the standard controller is also reflected in
participants’ preference of each.
4 CONCLUSION
This paper presents the gameplay evaluation of a prototype
trackball controller. The prototype replaces the right analog stick
of a standard game controller with a trackball. We compared the
trackball controller’s in-game performance to that of the keyboard
and mouse, and the standard controller in two game tasks. In
Penguin Hunt participants were asked to shoot as many targets as
possible with each controller, in a 120-second trial. In Modern
Warfare participants were asked to complete an obstacle course as
quickly as possible with each controller.
Results confirmed our hypothesis. In both tasks, PC controls
offered the best performance, while the standard controller offered
the worst performance. The trackball controller provided a
performance compromise, bridging the gap between the two.
Considering just the standard controller and the trackball
controller reveals that the trackball controller offered better
performance in both games. The gap in performance was widest
for participants with no experience with either controller, and
narrowest for participants experienced with the standard controller
but not the trackball controller. This is not surprising, and we
expect that with practice, users in all experience categories will
perform better with the trackball controller than the standard
controller. Overall, the results conclusively show that our trackball
controller offers a significant performance improvement over the
current standard of game controllers. Though it does not offer the
accuracy and precision of a keyboard and mouse, it is fully usable
in a handheld fashion without a surface to operate on (as with a
mouse).
Additionally, though our experiment only involved First Person
Shooters, we are confident that the results are applicable to any
genre of games involving camera control or pointing, including
Real Time Strategy (RTS) games, and Role Playing Games
(RPGs). Since gaming is competitive and goal-oriented, we
believe that the observed improvement in performance is broadly
applicable to game playing.
5 ACKNOWLEDGMENTS
We thank Poika Isokoski and Benoît Martin for permission to use
the Penguin Hunt software. We also thank Andreea Izdraila for
her editorial help. This research is sponsored by the Natural
Sciences and Engineering Research Council (NSERC) of Canada.
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