Revisiting the classic, the Tetris game was once a leader in handheld games and a well-known. The advancement of digitization has changed the way people entertain and live, and the wide application of mobile terminal devices has enriched and diversified game content and forms. This study focuses on affordance visual perception to explore the user experience of Tetris game iterative development in new media communication. A 2 × 3 mixed factorial experimental design was applied to help comprehend whether different Gender (i.e., Male and Female) and Operation Mode (i.e., Single, Double, and Multiple) may influence users’ task performance and subjective evaluation. Using the convenience sampling method, a total of 12 participants were recruited to take part in the experiment. The results show that: (1) There is a significant difference in task performance among the three operation modes, the participants spent time the least with the “Single” and “Double” types, especially the “Single” type. (2) There is a significant difference in subjective evaluation among the three operating modes, the total score result shows that participants think the “Single” type and “Double” are easy to use and has the highest evaluation, especially the “Double” type. (3) Participants of different genders have different perceptions of casual puzzle games, and female players prefer games that are simple and easy to operate and have beautiful graphics.
CITATION STYLE
Li, H., & Chen, C. H. (2022). Research on the User Experience of Affordance of the Cube Game Interface Design. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 13334 LNCS, pp. 234–244). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-031-05637-6_14
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