Abstract
Mastering the art of stopping initiated actions is vital when playing video games. However, what characteristics make up the perfect warning or stop-signal remains unclear. In the present study we compared performance in a basic and a gamified stop-signal task depending on different stop-signal modalities: auditory, haptic and audio-haptic. Data from a complete within-subjects design (N = 24), revealed an advantage of haptic or audio-haptic stop-signals as compared to purely auditory ones. Further, results show an overall slower performance in the game-version compared to the basic version. With regards to the subjective experience, the results revealed higher motivation to perform in the gamified task, but a somewhat deeper flow experience in the basic task. In sum, these results confirm that stop-signal modality influences reactive response inhibition in both basic and gamified tasks. Future research may extend and generalize these findings to other cross-modal and more complicated gaming setups. Game developers may draw on these findings to optimize the communication of stop signals via vibrations in a handheld controller.
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CITATION STYLE
Markiewicz, N., Russa, M., Fokkens, A., Dechant, M., & Friehs, M. A. (2024). You Got It in Your Hands: Stop-Signal Modality Influences on Reactive Response Inhibition with Gaming Controls. International Journal of Human-Computer Interaction, 40(24), 8525–8534. https://doi.org/10.1080/10447318.2023.2285624
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