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The effects of age group, interface type, and key area of mobile phones on game playing performance, usability, and visual fatigue: A case study of a rhythm game
Author(s) -
Lin PoHung,
Chen HungJen,
Yeh PoTing
Publication year - 2019
Publication title -
human factors and ergonomics in manufacturing and service industries
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.408
H-Index - 39
eISSN - 1520-6564
pISSN - 1090-8471
DOI - 10.1002/hfm.20783
Subject(s) - usability , key (lock) , interface (matter) , human–computer interaction , psychology , multimedia , computer science , age groups , applied psychology , cognitive psychology , computer security , demography , operating system , bubble , maximum bubble pressure method , sociology
This study investigated the effects of age group, interface type, and key area on accuracy, usability, the change of critical fusion frequency, and subjective visual fatigue in Taiko no Tatsujin game playing. Four groups divided by age (young adult, adult, middle‐aged adult, and senior citizen), two types of interface (solid and touch), and two types of key areas (approximately 1.1 and 0.6 cm 2 ) were investigated in the experiment. The results showed significant differences for age group on accuracy, especially for young adults and senior citizens. The solid interface demonstrated better accuracy and usability and less subjective visual fatigue than the touch interface. The approximately 1.1 cm 2 key indicated better performance than the 0.6 cm 2 key in all indexes. It is inferred that the solid interface with the 1.1 cm 2 key had better performance. Therefore, mobile phones with a larger key area are more suitable for game playing.

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